A couple technical notes: To get multiple pieces of a mesh into Substance Painter as separate objects -- like eyes, nose, teeth, etc -- you have to assign each it's own material. Give the material the appropriate name as it will be associated with the mesh in SP. Also, has to have UV. But will seams matter that much? I…
Got sidetracked. I wanted to learn more about presentation in UE4 to showcase my LittleLeaf model, but then I got sucked into materials and next thing I know I've got a ton of quixel megascan assets and I am going to make a small environment scene to display the model within. Here I am taking inventory and also getting…
Getting a good feel for the brushes by now. I find myself using DamStandard, pinch, move, and clay buildup 90% of the time. Ribs still lack the hard bony look I want, probably due to the slight waviness of their edges, but I think I'll wait to go up a subdivision level to really refine those edges. I like the overall…
Getting eager to retopo and UV this, but I think I should spend one more day going over the sculpt to get things just perfect. Had some convoluted workflow due to using the Sculptris mode without careful planning, and ended up with some pretty bad topology that made getting details where I wanted troublesome without going…
This WIP is my project to learn Zbrush (and Substance Painter 2) with. Right now I've just begun roughing in the basic details, starting from the head down. I am following a Pluralsight learning path for Zbrush, but instead of making the simplistic cartoon style alien in the course, I figured I'd do something that really…
So glad I took the time to get to grips with Marvelous Designer. This looks so much better. Now I've just got to do the hair, which will just be a sculpt -- not alpha cards -- for now. Want to get this model in engine as soon as possible so the animator can bring it to life. Note to self -- sculpt next character model…
I underestimated how long the beads would take. Almost there though. Just some more on the satchel, and the only thing left I don't already have a base for is the daggers bone handle. One more day, then I'll make a few touch ups and be done. Note: Shouldn't have bothered spending all that time in Zbrush making beads. Much…
Wanted to write down a few notes about making the fabric folds and wrinkles: I like to use a minimum of brushes. If I'm constantly switching tools I get confused. What I found is that at a medium to low subdivision level, you can do almost all the wrinkles, large and small, with the DamStandard brush. Just make it big and…
rock_small_porous level 0 rock_small_porous level 7 Method -- mudbox, start from circle How long it took -- 15 minutes What I learned -- Hard to get very sharp edges like you would see on a piece of splintered granite or shale rock with the sculpting tools. Will take a bit of time later to make a base mesh with lots of…
Fixed the Y-strap. Was no need to actually try and route it through the buckle. Just make two different straps. Duh. I figure this is about the distance character would be from screen in 3rd person game (which is the prototype project I'm hoping to put this character into). So when I start getting carried away with little…