I wouldn´t necessarily call it fun:) And you will probably have nothing to show to people in this time. However seeing your improvement to older models can be quite satisfying and rewarding. Also in the long run you will get better faster which means you can focus faster on whole projects again ;) In regards to Biomag´s…
I'll be honest i totally forgot about the challenge imma busy guy; what can i say? :( For the record the XMD lifetime membership set is totally worth the price of admission. allows you to explore shapes and silhouettes before you commit to anything and i find that to be a major time saver. I did however start something…
You could begin by Dynameshing this guy out, getting his main body roughed in. As you increase the dynamesh res you can move on from basic to secondary shapes, things big enough that might influence the topology of the model. Then you can retopo the model at a low level, subdivide the new topology and project the higher…
Thanks for the feedback! I wasn't using Dynamesh (in hindsight, it probably would be better for the head). I was using subdivisions, and then when I ran out of polys I would use Z-Remesher, and then project my high detail back onto the newly generated low poly version (that way I don't lose my subdivision levels). But…
Hello, I'm a beginner who started modeling at the beginning of this year. I would like to get feedback on the model. I used dynamesh and hoping to learn retopology at the beginning of next year, 2018. My own thoughts: The 1st and 2nd renders aren't what I'm looking for. The polypainting edges are abysmal to me (I should…
Looking at this zbrush included tool the hand/face etc all seem to be one polygroup while still maintaining detail. I'm curious how they accomplished this. How were they able to have the hand's fingers or the noes/lips/face have more detail than the other broader areas like the forearm/top of head? What workflow would you…
Ye well, when i create cloths really you can go with 2 methods... 1)or you bring a planar geometry from 3dsmax, with a basic shape and volume and then you sculpt that, and after if you want it a bit more 3d you estract it with negative thickness.... 2)or if you do like me in this case, you extract new tools in zbrush from…
Dynamesh is pretty amazing and is a great tool to use, but it has it's limitations. I tend to use it only after sculpting odd shapes that cause my quads to stretch out and deform, pulling spikes or horns off a flat plane for instance, so I can return to nice, even quads for better resolution. Dynamesh will not work very…
---------------------------------------------------------------------------------------- Okay cool, thank you. So this would be the workflow: 1) Get the basic shape of character down, don't sculpt anything yet 2) Re-topo 3) Sculpt on low poly re-topo version (increase subdivisions but have lower divisions still available)…
Hey guys, sorry if this is the wrong section but I don't know where else to post this. I'm currently working on this concept sculpt in zbrush and can't quite figure out how to "finish" a sculpt like this. I get everything up through the whole dynamesh and concepting stage and I'm unsure how to proceed to produce a finished…