Hello, I've been having a problem for a while now that I've mostly just ignored or worked around, but I figure it's time to save time by finding an actual solution. My workflow for creating high-poly assets is to create boolean primitives in Maya, then import them to ZBrush so I can use its Live Boolean function. Once it's…
Thanks for the reply, This is actually an personal research assignment that I am doing at collage, after your last post I modified my brief slightly and had to get the OK from my teacher. This isn't purely about concepting, its about creating a final concept piece for marketing that will resemble the final product, without…
It's because it's lumpy. You're going to high res without justifying the resolution without having a lower resolution mesh that covers all the bigger elements and forms. This is ignoring the lumpiness of the dress right now. I know you can see it LOOKS like the charatcer you want, but you can get so much better execution…
Inflating your highpoly sounds like maybe a misinterpretation of a technique I know from Heroes of the Storm. Sculpts were given a slight inflate before the maps were baked to create thicker edge highlights. It ah, works a lot better with a dynameshed sculpt than it does with a hardsurface model.
Your stuff on artstation looks to be too low poly in the wrong places, except the first weapon plate. I guess that was the last one you made. There is a lot of work that goes into creating a finished product and loosing your puff is something all of us know too well. The second handgun looks good but there are problems…
I have a few general tech questions regarding a bunch of different topics, if anyone could shed some light and clear some things up for me, that would be great. 1. I see a alot of Substance Designer textures created that are basically what you could just model with geometry. Buildings, walls, more structural things. For…
Hi, I'm learning 3D modeling and right now I'm following the tutorial of Simon Fuchs where he creates a game-ready asset of Mauser C96. In his tutorial he uses zBrush hardsurface polish workflow (or dynamesh hardsurface workflow, I don't actually know the right name for it). This is the gun I want to model: This is the…
I started from a much lower resolution and built up. This is after many day of sculpting forms and dynameshing. I also did use proportional guides at the beginning.
A few projects ago, I played around with ZBrush's matcaps and materials to try to create some realistic bone and teeth materials (I mainly use CT Scan data to create my sculpts of skulls and skeletons). The first time I used them, they worked well and without issue; but now, they are almost unusable. I van put the matcap…