Hi Guys, I know nobody has posted in this thread for a while but some people PMed me asking for a making of. Below a thorough description of the creation process on this character. Hope it is usefull to some. Overview I want to start this Making of, by giving a shout-out to Josh Herman, whose Hard Surface Character…
i would first start by turning the texture off and the smooth off. I know it seems like it looks better, but it makes it harder for us to tell exactly what's going on. Also, you want to see what the actual model looks like, not what the subdivided model would look like. You can turn on "smooth edges," just not "display…
..."Happy to mail some Easter-egg brains to anyone who can help!" Well well well ! This is too good to pass on :D 1 - Started by preparing a remeshed duplicate in Blender 2.81, which now has a simple voxel-based remesher built in. And then scaled all faces along the normals and smoothed things further manually. This…
So many comments, thanks all :) Mischievous: as MrPopo mentioned, it's indeed the previewer that makes everything into triangles, but when I export I always just completely triangulate it (as you see it in the screenshot). But I do use them, if triangles are giving problems, it's usually something that isn't right in my…
Import a plane into Zbrush. Turn smoothing off in the geometry panel (to keep your borders fixed). Go into the Transform tab turn off the X an Y Modifiers (or what ever combination restricts changes to up and down from the Plane's normal, depending on it's orientation) Then go into the Brushes tab and turn "Wrap Mode" up…
Lovely updates everyone! @klown This is my personal taste, but I think her upper half could be shorter and lower half longer. Right now you have 4.5:3.5 head length. 4:4 head would be nice. Her jaws are a little square-ish, and maybe more cheek. @Abidus Good job with the progress there ! You can chop off her head as…
I would agree with coots7, go for polygons on the exterior body work, and then use normal maps for the interior / details. You'll probably find you won't need masses of polygons in the bodywork to get a great looking car, whats it standing at poly wise for the bodywork at the moment? Could you post some wire frames so we…
Yeah, there are certain things you'll never get from a painted bump converted to normal map/ndo/crazybump/knald/etc. Larger forms, beveled edges, etc you really need to model a proper high poly mesh for. A painted normal can also never account for the smoothing of the lowpoly mesh either. When you bake a normal map from…
Your Golem seems wimpy and like he is not steady how he is standing. He also loos more like he would be made out of wood then out of clay and rock. He needs feet, even if it just a much wider base at the feet and/or a few rocks that act as toes. I found this Golem sketch on DA…
I think there's enough in 2012 to justify jumping from 2009 to 2012. 2010 and 2011 where rough years but there are things that I've come to depend on in the newer versions I wouldn't want to go back and I wouldn't want to try and code those myself. The differences between 2009 and 2012 that I have a hard time living…