I've used the clone mesh method and the shader method. For the problems you describe with the cloned mesh method, you can simply delete the faces in the outline mesh where you don't want them to be (delete the faces around the eyes and mouth, etc.) With the clone mesh method, you can create colored outlines by texturing…
I feel like the lighting is a big enemy at this stage-- I'd recommend bringing it into Unreal and mocking up the lighting, and seeing how things look then. I think the wall is probably too bumpy, and I'm used to lace tablecloths having borders around them, where yours just kind of tiles and cuts off sharply. My other…
The handsaw has very similar looking edge wear on every edge, I'd break that up and consider putting more unique wear and details on different parts of the saw. Like did the inside of the saw run up against what it was cutting while it was being used? Did the user hold the metal guard while using it to try to brace it?…
You could get a similar effect (baking the normals without any artifacts caused by intersections with other high-poly parts of the model) by exploding your low-poly and high-poly models. Depending on how you did the sculpt there are a couple of ways to do it. If you worked exclusively with multiresolution subdivision in…
Lady Death Fanart Collectible: Part 7 Cuts and keys Hello guys, this is the final entry of this process, it’s a long post but maybe you can find some useful information. Cuts and keys Before explaining my process to create the separated pieces I must say that it’s mandatory to understand how scale works in Zbrush. For this…
Hi) I wanted to make something for practice and had a weird idea to model something like a Game of Thrones themed shield, or maybe a small scene involving it. My initial aim was to make the shield highly damaged, with few arrows in it and place it on the edge of a cliff, so it would seem like it was abandoned in a battle,…
Critical Role: Beauregard I needed a bit of a palette cleanser, so I decided to start working on a figurine of Beau from Critical Role: The Mighty Nein! I started by sculpting the base mesh of a slightly stylized, muscular woman for Beauregard. Then, I used Mask + Extract off of the body mesh to create the basic forms for…
heheh thanks for the kind words ysalex, if I remember correctly you have "first" written on your gallery stuff too ( beat me into 3rd ya git :D ) you aren't too shabby with MD either I have found that quadrifying the mesh in MD before export at a low particle distance gives me a good enough sculpting base, I don't use MD's…
Greetings fellow Arma enthusiast. Some crits: The edges on the model are extremely sharp, which doesn't read too well. Additionally many edges seem to have black lines (did you bake with an averaged projection cage?) — this is most obvious on the magazine. Other areas suffer from aliasing; I didn't bother painting them all…
1. you dont need any hard edges on this model. not every model needs to have smoothing groups. this model will actually look worse with hard edges on UV borders. 2. as mentioned above, your center verts are not merged properly and some faces require proper triangulation. you also added extra edges that are not needed for…