moved on to the tentacles. i dont think ill be dynameshing/attaching them to the head since they'll probably be covered by the hat, and ill probably want to play around with the position of them a lot. first pass id say is midly successful at these, but im always open to critique :)
Good idea to mention the app you are working in. It helps give you better advice. Seems like in your first post you are worried by the roughness and fine detail of the skin when that should be your last concern at the moment. Looks like you are in zBrush using a dynamesh. There are loads of tutorials on yt that use this…
@ sltrOlsson - Just to clarify, you're wanting to see the rock ztls that I duplicated around to make the tileables with? @ SaboR1996 - Thanks! I like him too! :D @ Fenyce - Hey! I'm glad you like them. I mainly use TrimSmoothBorder brush with a square alpha. If you want a little noise left behind as you sculpt, you can add…
No this isnt a scan, and the HP is on his arstation. Well he could have decimated the primary blocks in zbrush, dynamesh everything, whatever. He didn't have to retopo everything. He's maybe using an heightmap with a tesselation shader. It's hard to tell with one view and no wire.
(12/30).....meddled around with proportions today, this one is 7.5 head. also, Started using full dynamesh approach. sculpted from memory then adjusted a little bit according to reference. Need to visit pelvic, arm and leg anatomy again i think.
Update. I started dynameshing and creating the body from scratch yesterday. Worked on the face in detail tonight. Will tighten up the body tomorrow. I'm recording timelapses of this project as well. The base model that I'm using is Ashley Moore and the body ref is Andreia Brazier.
No links to tutorials, but there is a link here on polycount that will help you create your model and the details through using booleans. In anycase its a darn interesting thread: https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1
What i usually just insert a sphere at places where close holes isnt helpful and divide it after that just sculpt over it to blend it with the orignal mesh But i only use it when i cant afford to dynamesh a mesh or a sculpt is in final stage
@Naeevhna how did you do the braids? They look awesome and have 3 packs of hair, whilst the rest of the people (including myself) did a twist with 2 cylindrical shapes. Generally i like the hair, did you dynamesh this or made it in maya/max?
Think i found a fix using a recorded action script. So what i do is i create a project and using the curvature map input and obj as input. Once the project created, I add in this case, a bumblebee smart material, clic on the folder icon , then clic on a layer mask to open dynamask. Then I paste my curvature map in custom…