SuPa - thats nice but scary as hell. really nice anatomy on that arm, firebert:) Quick hardsurface sketch in ZB, trying to understand the basics of it before starting my next model
Hahaha. Now I feel like a huge retard; I have completely missed the second screenshot when I wrote that post; my points are now completely invalid. Yet ;), I could argue that it is possible to decimate complex hardsurface meshes and have them retain their details and smoothness. You could mask out certain regions to keep…
I like your style jackwhat! Working on getting my first gun baked. I have newfound respect for you hardsurface guys after trying to iron out all the little shading errors and kinks. theres still some left but getting there
I assume that roBOT's workflow was as follows: model and subdiv all hardsurface parts in max; bring that stuff into zbrush, apply unified skin and reproject the details; sculpt; decimate; and pop the final mesh back into max. I might be wrong here of course; if that's the case I would love to hear about the workflow too…
interesting, so do you use the autoretopo at all or do you literally just export as dense quads? I dont remember seeing that option so Ive been making my base meshes with auto retopo but its worked well so far. I did all my basemeshes for this cable sculpt in 3dcoat, all the hardsurface stuff is c4d tho. nearly there on my…
Muzz I like the eyes man!! cool colors too! d1ver, Glad to see a different subject than usual in this thread, keep the good work. here is a wip, actually is my first time doing any hardsurface straightly in zbrush, I am working on a dinosaur character and I thought to make the crane mixed with some sci-fi prosthesis…