What if I don't add loads of stuff jutting out so I can fit it around? I've only made the low poly for now and what if I just don't add stuff that sticks out alot? Is that normal to create the high poly first?
Hey guy's..me again. I've just created this image which covers all.. I need to clarify his head is supposed to be like that. The hands are supposed to be like that. He's an alien :) This is purley for some experience in asset creation utilizing Zbrush, Max, Zmapper, Hard surfaces, texture maps. Wish me luck? : P How's the…
Well, generally, a vertex with more than or less than 4 edges will cause artefacts when sculpting, so thats a good thing to keep in mind when creating your basemesh. also even edge density is pretty important too, and you seem to have that covered. the shape looks interesting, latest version is an improvement from your…
The thing that I don't understand is - Lets say I'm gonna take this base mesh and put it into Zbrush to add form and muscle and all that good stuff. What are the steps? Create topolgy via the edit topology? Decimation Master? lowest sub? (What if that isn't good enough/ makes the defining points go away?) Would I some how…
From experience my sculpt have always changed significally in form even if I hadn't counted on it. You might always come up with something in the process that would benefit the design and make changes. Also have in mind where you want the most detail. I'd suggest adding some extra polies on the face and even define the…
I agree to 00zero. The reason I would also do it this way is, that at the moment you still have a very basic mesh. You have defined a nice silhouette and it looks interesting. But as you start to sculpt and put in details it will be very likely that the whole charakter will change in proportions and anatomy. I guess you…
your last post was hard to make sense of. a base mesh looks something like this: what you need to understand, is this model is created to work in a sculpting program. it's made up entirely of quads. tris are avoided, because they fuck up the geometry when you sub-divide the mesh. here's a decent lowpoly model: what i'm…