Here it is Not exactly proud of it but as i said i feel i kinda rushed this part as i was so keen to start sculpting. This picture shows it side by side with an early version of my base mesh (note that was not what i ended up bringing into z brush)
My final main character sculpt before re-topping. I just have to model in the shoe laces (as i'm using an old version of Z-Brush) and make a start on the backpack. See more Toys VS Pets on my blog! Thanks! http://shayleenhulbertart.blogspot.co.uk/
Just use a Float Script on the Y and Z of the limb. (Assuming X is the direction to the next bone. originalUpperArmLength / (distance UpperArm ForeArm) You can leave inherit scale on for the ForeArm so that you don't need to use more FloatScripts on there. But turn it off for the hands and/or fingers.
I personally use Z Remesher with extensive use of curves to take it down a few levels, then I take them into Maya and manually finish it off in there. I haven't used an automatic topology tool that actually creates perfect topology, I'd rather do it by hand.
The world size is limited to 524,288 UUs^3 which is 53 cubic kilometers at default scale. To get the maximum size, I'd be using streaming and subdivision of Z into 106 vertical compartments to give me a total horizontal playable area of over 5,500 square kilometers.
Not much to critique here. You've shown us a cube. Make it less cube-y would be a start. Don't forget about Z-axis design. Multiple levels. It's really flat right now. Look at some old UT maps if you need inspiration.
oh i am sorry, i try to render hair textures (haircards) with arnold to get rid of xnormals :) i try to get different maps out of it via AOVs like "Z" (depth) "N" (normals) so the normals are wrong because it is all "flat"
nice vid Man, that strong rimlight gives it a really killer style! again pior will delete this if ya want. Peris gnomon also has a free tut on how to do that in z and photoshop here http://www.thegnomonworkshop.com/store/category/168/Free-ZBrush-Tutorials
Done! Gonna leave it at this and start on the Two Face version. Started of with a sphere, made a base and then retopo'd it. So I could add some division levels. Then for the material, I started of with a material from zbro z. Blended that with other materials and edited it until it looked like this.
I just installed Max 2015 on my work comp, and I've been having lots of issues with orbiting objects. It seems to lose the focus point quite often, requiring me to have to grab an object and hit Z again to center it. Is that the issue people are having?