lots of cool work as usual... heres a moto concept I ve been playing around in zbrush... I think I'll retopo it in max and texture it! still needs lots of work, I am defining the shapes basically then I ll go more in detail...
Hey guys! Work has been so busy I haven't had time to post anything in a while. Finally got some time to sketch some ideas I had up in zbrush. This is a new character I'm working on. But just a quick study non the less.
I don't have find tutorial. However, I think I've found the feature you talking about: Materials Blend Radius. This page talk about it, but I don't have Zbrush 4R2 install for the moment to test this new feature. Thank you for your help.
Hi Thedarknight. The best option would be if you model the base mesh of the hoodie in maya/max in a single piece, but then divide its UVs where you want the separate pieces to be and then work with polygroups within ZBrush. Create polygroups from UV option. Hope this helps! Miche
My second go at sculpting a character in Zbrush. This is for a university module. I'm more of an environment artist but this turned out to be quite fun! We have to make a character in a program of our choosing, and then import it into UT3 as a custom character. Hence the proportions; we have to fit it to the Unreal rig!
Spent quite a while today messing with zshaders. I'm not getting the results I want. I'll probably play around with the materials and lighting a bit more and move on. Bsp render in zbrush. @TeriyakiStyle - hey thanks! It's Chavant NSP. It comes in a brown version as well which is pretty nice.
http://s3.photobucket.com/albums/y90/arriev/?action=view¤t=monsta2.mp4 my zbrush mutant bust rotation apparently photobucket has pretty fast video upload/conversion . ps: ( still image here http://i3.photobucket.com/albums/y90/arriev/alienbust.jpg )
26,418 for a low poly vehicle like this is very high, but it also depends on the engine. This is more like a high poly count to me, with additional details being done in ZBrush or something. I would think you'd want it around 5-6 k for a game, especially if it were multiplayer.
Anyone got tipps on giving the Zbrush sculpts a finishing touch? i can't believe that claytube + smooth and Hpolish are the things to use to give something a finishing touch. Also i was kinda wondering if there's a trick to get some sharper curves done, my hand is kinda bit shaky :(
Nice! How are you going to approach the textures? If gonna have any :P One single big one? Also wondering how you went about and did the pillars unevenness? Zbrush, sure. But is it fuck the concrete up and then go back with a morph brush? Keep em coming (: