Hi guys, Does anyone know of some good modelling tutorials for characters and character clothing/equipment/armor, or have any good tips on the subject? I'm feel like I've learned a serviceable amount of what Zbrush can do in terms of sculpting, and I have no problems retopologizing (using 3Dcoat, it's great), my problem is…
Sorry for the late reply.. Your mesh looks good. The edge flow is there because of reasons: 1. If you don't want it you would have to sculpt from a cube in zbrush subdividing many times this causes mismanagement of polygons and you will not achieve the highest detail possible. 2. Sculpting with edge flow helps. Its easier…
There are a couple of ways to going about it... 1. Make a Sculpt mesh in maya the mesh shouldn't have any topological flows. topological flows cause they cause problems while sculpting. Some artists just make a box and extrude a head and limbs then go to zbrush. 2. Make a mesh with dynamesh its more like sculpting with…
Yeah I'm definitely going to make my stuff in Maya...or Cinema; I started in Cinema4D, I'm trying to learn Maya, but while I've got a pretty solid grasp of basic box modelling, I've never really gotten "fluent" per se in any modelling package. I was wondering if anyone knew of some modelling workflows or tricks in…
My advice would be to get really good at making the basic form of your model in max/maya/modo, and then bring it into zbrush for detailing. Even with the hard surface tools, I don't think that zbrush is all that great for surfaces that have a lot of structure to them.
Why not start in zbrush and use zremesher? Or start with a base model and sculpt from that (you could use Makehuman or some of the provided sculpt meshes to quickly get a mesh to start from). For some types of clothing if you want to save yourself some hassle maybe use MarvelousDesigner? Anything with folds and wrinkles…
Wow, I super appreciate you taking the time to look into my old work to help me out. That's a super old, failed experiment (That's C4D's clothing tool, those X's are pulling the geometry elastically) but I'm still having to do similar work. Here's a tunic I made recently by extracting from my human model in Zbrush and…