Thanks for the reply. The outliner is full of crap because I deleted all objects in my scene but the troubled object (leaving a bunch of trash I guess, sorry about that). Also thank you for taking the time to DL the scene and have a look at it. I've just learned a lot the past few hours that I'm excited to share (although…
Trying and failing to retopologize. I'm frustrated with myself. I've made two attempts and I can't get satisfactory results. First try: The first time I let z-remesher do some of the work for me, but it feels like there are too many loops on the arms going across x. Second try: then I started completely over, doing…
I think it is very hard to give feedback on this. Please show some concepts of what you want to do. 2D Concepts that covers the whole body. Then on top of that you need some photo references( to use when you work in ZBrush) of each individual item that the character wears (even if you go for a carton style). You will…
Hi, thanks for the responses so far. re: The proportions - I've tweaked these a lot, I'll look over them again. I know what you mean about the skyline, the roof and back I'm still not happy with, but can't quite pinpoint it. I'll look at the Lan Evo. I actually thought this was the better one, but I obviously need to look…
I've been talking around with a few colleagues, and such. If there's any interest for this, I could probably get some heavy hitting guys to help out with certain aspects of things. I've talked to Sebastien Legrain to maybe give everyone a bit of a hands-on lesson for various tips and tricks in Zbrush (hybrid Hard Surface…
Very good suggestions from MoP. Personally I don't care too much about avoiding tris. You don't want to cover your entire basemesh in them, but a few here and there aren't going to totally ruin your model. You do get pinching artifacts, but there are ways to fix that -- both while sculpting, and in post by editing your…
uh, well... lighting is gorgeous, cloth simulation seems very good vor the most part. animation ... first thing that struck me was that you can tell instantly in almost every scene which parts were mo-capped and which hand-animated (kids were sometimes horribly animated). still, looks good all in all, especially some of…
This really sucks and it pisses me off. On one hand it doesn't effect me since I can still use it, for now. But on the other hand, this is way out of control and when is it going to stop? I'm reminded of this; [ QUOTE ] When the Nazis came for the communists, I remained silent; I was not a communist. When they locked up…
So I am trying to figure out the correct way to go about smoothing groups for rocks and I cant seem to figure out the proper use of smoothing groups just by looking at in game models. I have been told to make sure to use proper smoothing groups to give the hard edge rocky feel so stuff isnt too marshmallow looking, but i…
Edit : Hello Polycounters! I thought I needed to bring this to the top so people don't get confused by the stylized sculpts (Satsuki Kiryuin and Motoko Kusanagi) As I've recently made the decision of creating 3D characters that are more realistic, like what you see in Dragon Age: Inquisition, Mass Effect 3, Uncharted 4…