Yeah, do yourself an almighty favour, make use of those refs. I hale from a traditional painter/sculptor (...base relief) background and still references are an integral element in order too capture a accurate representation, well close enough anyway. Anatomy is a life long quest in a fruitless search for perfection few…
Finally after spending almost the whole day today learning about how to polypaint better in Zbrush and how to transfer more details onto my low polys, I have come up with this. I am still learning how to use Xnormal properly, I was unable to figure out how to make the letters pop out, but have the darker rings around it…
Hey Perna, ... i am glad you call me out on it since i am pretty new here. I don't hang out much here too due to some reason... so if there is polycount ethics 101, i want to learn about it. Sorry for the unclear question. But as Lroy and Meloncov said, yes it's retopo vs poly modeller. I have faith with poly modeller…
So i'm really not feeling the above at all, reworking it -- wanna chronicle this here, because this is my first time using this kind of a workflow. I'm using lots of transfer paper and different colored pencils for revisions. Very fun way to work, much more tactile problem solving than you get working digitally. Still not…
Thanks gents, so both adding an edit poly modifier and STL check fix the weird shading issue but they both completely get rid of my smoothing groups. Which is quite a big issue as I have a baked normals that need to be applied to the in-game asset. And the model is quite complicated so going back and editing them again by…
Finished the low poly for the Mountain Peak, i did a bunch of testing with Substance Designer. I think i found a pretty solid work flow that will transfer over easily to all the other rock elements of the room with just a change of a normal map. All the textures were generated in SD with the exception of the moss.And of…
Not that it matters all that much because a lot of the methods transfer back and forth, but it might help people point you to the right tutorial if they knew which software package you where using? Personally I would try to grab some blue prints or scare up some reference that is as distortion free as possible. Then create…
Thanks a lot everyone. @danjohncox - It was a mixture of sculpting in damage and using alphas. I'm slowly learning to go bolder with the detail passes as subtle detail, while it looks good in high poly, doesn't always transfer well. @Slave_zero - It all varies. We have some amazing concept artists here. Sometimes we get…
Modo is a fantastic tool. I think you'll hae a great time. I started using it months ago and its great. That being said, I took a different troute to learning it than most. I use it for modeling at my job, and everything i learned i did so thru trial and error. As far as tutorials go, I understand the Foundry forums have a…
1) There's a LOT you can do with Transfer Attributes in Maya, like shrink-wrapping one mesh to another or alinging a selection of vertices to a plane to mimic 3DS's "make planer" option. The advantage though is that you can then move the plane like a deformer, repositioning the attached verts with it. 2) With Adobe…