I'm surprised at all of the anger in this thread, I didn't realize people were still having trouble with the interface...I mean you pretty much press import and start sculpting. And as far as software companies go pix is doing pretty good IMO, I mean updates are released for free and they release incremental tools after a…
Well yeah, it is for sculpting not for modeling. :poly121: If you want easy to use sculpting program that will give you fantastic results, give Sculptris a try. It's free.
Some concept touch ups (wasn't feeling the honeycomb for now), mostly colour tweaks, as well as some blocking out. Not happy with the current look at the moment, but I'll work on it :] I think it looks bad because stylisation doesn't match, it should get better once the body gets merged down smoothed and stylised. Face…
Hello ! Thank you for your feedbacks ! Indeed, I struggled with the far view... I couldn't find the right way to "end" the view. Maybe I should have tried a image-plane with some baked trees on it ? You can see I sculpted the landscape to encircle the the house so the view could encounter an obstacle at some point, but as…
An update to the Tavern thus far: Main difference is that I've added some SpeedTree models. Experimented with the cobbled ground for some variation. Might have to add some soil for the trees as it looks rather odd at the minute. Added some Lens Flare to the Post Processing volume. Changed the lighting to reflect an evening…
I understand your excitement, but if you're serious about sculpting anatomy then you should just concentrate on that. Forget about texturing and hair and clothing, and focus solely on anatomy. I won't point out all the anatomically inaccurate areas on your sculpt, you should research that yourself and really train your eye…
Seriously Blaizer, think about it. Of course a model intended for animation needs to have a proper structure. But trying to hit that structure right from the start is not necessarily the only way to go. As a matter of fact, it *used* to be - before sculpting package appeared. The point of Mud and Z is not just crazy…
MAkkon: Actualy using simple geometry with alpha so can't blend the normals. The smooth normals/corner is in the actual design/test, the corners are little beveled and I use smooth normals. When using hard normals the pillar look too clean, not natural, personnaly i prefer the smooth feeling. the decal was quick made, I…
Hmm. . . well, It's um, a starting place. The sculpt seems to be suffering from a lack of form and anatomical structure. Everything is a bit soft and undefined. The areas around the eyes mouth and nose are missing all of the details of how those parts of the face fold, connect, and transition into each other. (Like, for…
oXY: I don't use a second mesh in Zbrush. As a quck experiment, try just importing a mesh you've already UV mapped, then sculpt it and generate a normal map for it. mapper uses 2 methods for normal mapping. One for capturing the high rez sculpt and projecting that onto another low resolution mesh (this is the one that does…