Not sure what you mean by Real Time assets or why you say its to dark? Unless its the black background. Or even why smoothing it is bad? but here is some non smoothed versions with lights hitting it from all sides (still black background for now) and some crappy wire shots.
Thank you, and good question! It's about 70/30 at the moment. 70% smooth, 30% hard edge. It's just something I did earlier tonight and liked. I just tested them completely smoothed and am not sure if I like it as much as the hard edges make them feel even rockier..
Yes I turbo smoothed the ao version, just that one part I was working on. evenually I will smooth all the parts that need it and I test frequently how the parts will sub divide in zbrush. I just wanted to show my wireframe in the lower poly state so it wasn't so heavy
I'm learning max right now. Damn. Somebody shoot me. Seriously, who designed this ... this...gah, don't even know what to call it! Max 2008 btw. I feel raped and molested. I'm gonna crawl into a corner and let modo comfort me with its smooth smooth interface. :P
For this one my poly flow is basic, for the low poly i'll add flow with the wrinkles but I did all of them in zbrush using a brush with a stroke set to lazy mouse. To transition out of wrinkles I would just go in after the wrinkle was made and smooth it out with a smoothing setting of like 10ish.
Hi guys ! I'm stuck with baking my normal map. I try to bake a text from a font with a bevel and some little corrections. The normals seems to be ok, the borders are smoothed and the top is perfecty flat and in another smooth group (I think this is useless). Here are the model and the result : Anyone have an idea ? Thank…
Hey guys, I'm new to Zbrush, so sorry for the simple question but.... When I import a model of an OBJ into Zbrush and subdivide it, it tries to smooth all my open faces. Is there a way to get it to Subdivide in Zbrush the same way it subdivides in Max with turbosmooth. As in when I subdivide in max, open faces subdivide…
Yo m8, that's a big improvement you've got from the first to the second bust. I've noticed you have a tendency to give your characters a jutting chin. Notice how the jaws on all of your characters, at least those we can see from the profile and clearly determine that, have a jutting chin )the jaw is pushed forward). That…
Hello Decoyz, I had the same issue years ago and realized its just how zbrush handles and represents its displaced data. If you store the initial mesh as a morph before dividing the model and then blend it back in afterwards then it has a tendency to exaggerate the higher levels of sub-division. Zbrush does not do…
Hey man, nice to see you posting something. The eyes are a definate improvement, but there still is quite a lot i would change with the face. The first thing i notice in the first shot is that with default shading this dosent look very good at all, i would add some more detail to the face so that it smooths well with…