Hey guys, first time trying to model anything subtle like this without resorting to sculpting right away, I'd really appreciate some help! My attempt has failed because the helmet's very smooth and curvy and I'm essentially clueless on how to approach these things. The model I'm trying to make is essentially this: My try:
i know that dude.. If it would be a basemesh for sculpting i would make it different and use the "use smooting groups import" in zbrush e.g. thats what i meant with it can be optimized.... means better mesh with more time spent. The point is... if this would get scultped it wouldnt behave horrible but kinda decent. And…
If its going to be baked down into normals, I would try and do it in post, drawing out a height map and converting it to normals or using nDo 2. You could also use that as an alpha to "sculpt with image" in mudbox if you need it in the high. Otherwise you could model out the patterns, subdivide them and trim off the excess.
After checking out Bitmap's bolt I decided to speed model the same bolt in max. After looking at the inorganic modeling tutorials I used some new techniques, but I can seem to get the bolt circular enough. EDIT: I didn't think it would be that tedious just to sculpt a cross shape into a circular mesh but it was.
AFAIK, a sphere that's only made of hexes is geometrically impossible. The subject has been extensively covered elsewhere. For example, http://forums.autodesk.com/t5/modeling/hexagon-ball/td-p/4021084 The reference picture just happens to not show the pentagons, but they must be there Anyway, starting from a Geosphere,…
Not sure if this thread is for sculpting, but whatever. Hand painted textures, much like concept art, are 2D - obviously, but the rules of perspective aren't as set in stone as in 3D. I don't think you'll be able to reproduce these 1:1, but you could end up with something similar. As usual with sculpting, you start with…
The idea for this thread (as explained in the first post) is that you post your best attempt first and foremost. Also, posting such a collage of screenshots like this (litterally showing 30 assets) isn't helpful in any way - you need to put in the work to isolate the specific element you want to get help with. The original…
Although I meant it somewhat as a joke, there are reasons. Depending on the renderer, yes it can cause problems. More importantly Zbrush won't take it either and there are cases where you want to sculpt even hard surface objects (particularly in fantasy themed projects). And floating geo will not work in any offline…
I mean, it is a flat surface, so i would not care to have it quaded. And if this is a doorway for a game, i would simple not do a hp version of it I would keep it low, with beveled edges to make it smoother. And the last one is if i am going to sculpt on it in zbrush, i make a mesh with even quads and tesselate it 3 or…
Hi guys! Hopefully this is the right thread for this. I sculpted this head and body separately, and I'm trying to figure out the best way to combine them. They are both already UV'd and textured, so I'd like to avoid something super destructive like dynamesh, but I'm not sure what the next best way to do it is. Here are a…