Of course yeah ... But still, the models that have been shown in this thread are much more than just doodles - they show accurate edge control, proper vertex snapping, and so on. Which is what make me curious : I'd love to hear more about how this has been achieved on a mere touch device in the first place. Was it a…
I have been working away over the weekend but no much difference to show yet. dissonance: I will defiantly keep it! Makkon: Thanks! yeah you are right the uvw's are lazy on the wall :( , I will definitely fix that up when I go back to the wall. Here is a little more breakdown for the tiled textures on the cliff itself: I…
So just to be clear : your problem here is that your high is too dense to be manipluated outside of Zbrush ? There are two ways around that. - You either do your whole retopo stage using an app that is optimized to load very highpoly models as surfacereference. That'd be Topogun. Max comes second in that regard (as it is…
Update #1 I did the first three steps and I learned that UVs in Marvelous Designer aren't based on the 2D arrangement. It didn't make my life harder since there's an UV Editor withing MD. I'm working on step four. I've imported my simulated mesh in ZBrush and noticed that the geometry isn't really nice to sculpt on. So, I…
Just to be clear : you don't need to retopo at all in order do establish bone location. The idea is to not potentially waste time on something "final" when the next step could require you to redo a whole bunch of things. At this point you'd be better off generating a temporary zremesh/dynamesh, or as said, simply use your…
Day 5. Completed middle section. Next is a driver's cabin. Have an idea to make the whole vehicle modular, because on this chassis (MAZ-543) created a lot of vehicles, so it would be nice to swap artillery to rockets or change driver's cabin (or maybe add some crazy sci-fi modifications). Collections in Blender 2.8 makes…
Not bad for a first sculpt. First ask yourself what it is about this sculpt that gave you trouble, you mentioned stretched polys, not enough detail etc. Make a list of these problems & do the research on how to solve them. For example, stretched polys & various other mesh deformities will accumulate overtime so I think…
3_Modeling
of landmark in HighPoly version Hi
3DModelers, Today I
come back to show you a new progress with the HighPoly meshes of each block in
ZBrush. The first
piece I sculpted was the pieces of the curb. First I subdivided the mesh, and then
I applied Dynamesh. I sculpted the border wear by using TrimDynamic and…
Maybe starting with Modelling first before moving on to sculpting would be a good idea. People tend to see the cool stuff in ZBrush and comepletely ignore the necessary foundamentals to get there. Also dynamesh and subdivisions tend to be heavily misused by beginners. If you can't get some decent proportions with a block…
Right now you are very far from realism. It's great to see that you're working from a low-res base mesh. Did you build this yourself by retopoing? It seems every sculpting beginner attempting a head and new to ZB starts with a high-res dynamesh and then wonders why their sculpt is so hard to control with terrible forms.…