Im new to Zbrush, I have made a human character with some armor pieces in Maya. What would be the best way to work with those in Zbrush? Right now I have them as 2 seperate objects in Maya, 1 is the character and other is the armor pieces combined. I want to sculpt the muscles and such for the character in Zbrush, and…
Not bad, but design seems a little too overworked for me. You basing off concept or your own personal design? The negative space and various pieces make the overall design noisy. It needs to be simplified and his skeleton armor on a skeleton is a bit weird. Not saying it won't work...but as is it's hard for me to seperate…
There's something I want to say... because you are amazing at making realistic faces, and human anatomy in general! But there's something weird going on with the apparel, your armor, clothes, etc. I'm guessing you don't take much interest in that part? Oh, I'm 100% that you are perfectly capable of coming up with some…
Remember that when bending forward, or rotating the torso, humans don't just bend only at the legs or waist. It's a big rolling motion as several lumbar vertebrae rotate at once. The way you have the abdominal area of the armor now, it would severely limit his movement and ability to fight since he can't bend down, or even…
Oh, I see. Misunderstood your reply, sry :) Right now I'm studying male torso, so in the mean time I decide to go with this approach instead (no body, just armors). To be fair, even my skin-tight clothed female char put me thru proportion struggle as well. I will do the body inside armor for next piece for sure though.…
I apologize in advance as this will be lengthy, please note that my goal is to help you get a better understanding on where you could improve and how. I'm going to break it down first as what areas need work and then go into detail exactly why these things are bad or good -Highpoly/anatomy -Lowpoly -UVs -Texture HIGHPOLY…
Hey Muzz. In terms of proportion, I think the speed sculpt is the best looking by far. It looks like a muscular guy with well fitting armor. It seems like the character/armor grew when he was separated into separate ztools/subtools. From my perspective he's lost the muscular form and looks like he's put on 30 pounds in the…
Character models, do they use 512x512 resolution? nope 256x256 for in game, work in whatever size you like (512,1024) but when saving out for game reduce it to 256. keep in mind that a fully armored character contains texture pages for helmets (128x128 )and shoulders (128x128 )as well as their wardrobe texture of 256x256.…
Thanks for the crits all I haven't actually really done anything to the arms yet (hence the basic shoulder armor) I'm still trying to figure out what I want to do. I want to make it asymmetrical in some parts, and usually the arms are the way to go, just adding different pieces of armor. The only thing I am worried about…
Looks good so far. I think you've nailed the masses of the wrinkles but the actual placement and flow is pretty random. They should be draping more below the pockets and then bunch up toward the back of the knee where there would be a lot of bending of the fabric. The shape of his torso armor looks a bit odd and kind of…