Love this! You've been putting a lot of work into this and it shows. The biggest thing that jumps out to me is that everything is equal in contrast and saturation, which makes it a bit "busy". This causes a bit of visual fatigue because the player doesn't have a clearly-defined thing to focus on, and the eye doesn't have…
I just recently got back into ZBrush, and have been trying to apply UVs to an existing ZTool. Despite following tutorials precisely, the normal maps I export out of ZBrush always have a sort smoothing error on each individual polygon. It almost looks like each polygon's UV coordinates are flipped or rotated, not so much…
I'm currently tweaking the base mesh but before I start adding clothes and the such I have one problem and a few concerns for when I start animating. I've posted both smooth and unsmoothed pictures down below under my questions for a visual of what I'm trying to resolve. 1. When I toss a symmetry on the base mesh there's…
I would invert the mask you had, shrink it a bit, smooth it, then inflate in the deformations tab and smooth it a little all over with the mask still on.
Sculpting anatomy is best represented with sharp angles, or else it quickly turns into a smooth ball. Once the features are locked in, it's time to smooth and blend together.
Those are just mesh normal smoothing artefacts. Inside your edit poly find the smoothing group section and experiment with the buttons /read the documentation