It depends on your pipeline, if its hard to import very dense meshes into the 3d app of your choice its sometimes better to just paint that stuff in a bump map, but imo its generally quicker to do it in zbrush and you get better results. Not to mention you're paining in 3d and never have to worry about lining up things…
Glad to see there is some interest. You could probably have a library with all works donated to the public domain and thus basicly have no credits. But this would be a legal gray area for those donating work (and have such a contract). In addition it would also be less ideal for those using the models for (commercial) work…
he's still got a pretty big ass, too much fat there and his calves are pitiful needs more mass try adding muscle fiber striations to him like on his back, triceps, chest and his chest muscles are decently defined but too small and there's too much uniformity to his muscles. i'd make his left pec bigger than his right…
It;s a good start, though I'd dig out a ton of anatomy books from the Library and have a go at those arm joins to try get something more believable for the joints, right now it looks like they're rigid below the elbow. Also something for the feet - are the feed amputated, or is he walking on some kind of claw/spine thing?…
Definately... the practical guide is a must if you want to learn zbrush. Its very informative and easy to follow and as mentioned the zscript helpfiles are extremely usefall too... its one of the coolest ways to learn because it'll move everything around on your screen and show you where everything is... not like sped up…
That's what I suspected, just wasn't certain about it, I recall having situations where it did survive. That could have been another script conflicting though, we use a major library with over 400 functions defined on launch and kept in memory like that, I am no fan of it myself the previous co-worker who maintained and…
Gestalt, unless i'm mistaken the red and green channels of the vectors contain the information for the binormal and tangent of the vector. if you imagine a set of axis at the centre of the face blue is the normal vector and red and green define the plane of the face. dont think they're very useful here as you want the…
When we did the crowd on NBA for the PS3, we had one file that dictated the crowds. When I did the enviros, our tech artist made a tool for us to covert strips of polys into crowd placements (even define the type of character it is). We export the location data and it loads into the game. The character team would make the…
I had a look at the feature list, there are only 3 features the commercial license gets that the non-commercial one doesn't. Non-commercial is limited to 5 layers per object and commercial is unlimited. Also the non-commercial doesn't have the 'speed review mode' or the '32-bit HDR image support' texture baking features.…
Wtf haha This is awesome! I'd say the muscles on the insides of his forearms need a little reworking - they look too defined. The folds around his knees don't look like they're being affected by gravity and there could be more tension on his jacket under his bag-straps from the weight. Because most of the head's weight is…