The textures themselves are looking nice. If you're going to have the grass be relatively straight take out the 2 horizontal edge loops. Or better yet, make some use out of them and add some bends. Something you want to strive for in vegetation is to hide the fact that it's an actual flat plane texture. Bending the plane…
If you're working in dynamesh you can easily sculpt an ear out of a thin cylinder and then merge it with the head, that's usually how I do it. I don't know if someone already told you about the "backface" issue, but in ZBrush you can avoid that by activating the BackFaceMask option of any brush in the Brush panel, Auto…
mm mok I looked into it but I found not how to make it actually .. .may be you can tell me how to ? Basically I have a mesh rock and I want to make over a root vine entangling it , without wasting too much time manually moving vertices ... tried also ivy generator , but creates too many ivy and too much random , I wand…
I colored/added some detail to my 10 favorite thumbnails, so next step is narrowing it down to 5 with even more detail! I'll need to take the time now to make sure I'm incorporating a rock and tree in each one, per the rules of the contest. At a glance, I think I'm leaning towards 1,3,4,7,10. 1 & 3 have the nice purple…
It'll take a lot of words to explain how to fix it exactly so I'll try to illustrate the principles. Pause what you're doing for the moment and make a cube. Apply a turbo smooth Go under the turbo smooth and change the number of segments on the cube. You'll see that as the mesh becomes denser, the corners get tighter. Each…
@RyanB Sorry for the long delay to reply to your post, but I wanted to say thank you for demystifying that for me a little more. I apparently got fooled in the areas I was playing because of some nice shader tricks. Looking at it more, you absolutely have a point -- they are just intersections in the ground. Two questions…
Thanks for your help guys, I've tried doing what you said: I created a new bone for the pad that moves with the rig and gave the vertices of the pad 100% weight for it and then distributed the weight of the straps between the two arm bones. I had some problems because the pad was getting separed from the elbow during some…
in my opinion for a newbie the best way to learn and practice is to simply have fun while doing it. can't imagine that putting pulling vertices and other technical tasks before sculpting qualifies as such. for a piece of production art i would indeed consider a solid preparation outside zbrush with a focus on reusability,…
I don't really see where you changed the design apart from moving some bolts and panels. Also your weapon looks more uncomfortable to hold than the concept - you need to model a grip that will actually conform to a human hand. Those vertical strips near the front of the gun are tactical rails that can accommodate…
A couple different approaches are common, depends on your vertex budget. Usually just a 2-sided cylinder with a tiling alpha map. A tiling normal map would also help the larger coil as this would give it a better appearance of depth/roundness. Another approach is to use a series of planes with an alpha map, angled in a…