Just wanted some clarification: How does the workflow in Zbrush look like? Is it starting with dynamesh,when done with blocking stuff in - Zremesh, project details, and then subd - sculpt till its finished giving details etc - polypaint - then drop to lowest subdiv and get texture-map. Decimating the highpoly and importing…
Well I've been lurking for a long time and decided to finally post something. I am sculpting this Anatomy study to complete my final tutorial before I start my first Portfolio (it's about time after years of studying). Admittedly I am not a Character artist and will be focusing on Environments for games but I figured one…
In my long quest to someday get a job in the industry I decided to creat a new sketchbook, to post things Im working on this year. First we have my "Silence" character from the tv show Doctor Who. It started off as a zsphere and using dynamesh It evolved into this. Now that I have did the retopogy on it I think Im gonna…
Hi! Planning to build up all those 3 characters just for fun and practice. Not gonna follow the exact illustration style but something like a novadays animations trendings are in 3D (simplistic, cute) The fist chars progress i got so far (in dynamesh and very rough polypaint). Planning to refine some shapes and folds and…
Here's something I did at this year's Blizzcon! I have been a huge fan of Diablo II way before getting hired at Blizzard, so I thought this would be a fantastic opportunity to create my own version at Blizzcon =) This sculpt was auctioned at the event for everyone to bid, very exciting! This is also my first sculpt done…
I am baking in xnormal. My cage is slightly bigger version lowpoly but I tweaked with the areas that were intersecting and made sure my cage small as possible. As for the stitching I was following this reference I going to take your advice and merge the gaps together in the lowpoly. The reason they were so far apart is…
try to spend more time getting the proportions and overall character's anatomy done in the lowest topology possible and make your way up. I'd recommend dynameshing this to a low resolution and move around the mesh till it looks more solid in the anatomy/proportions. The faster you rush towards working on a really dense…
I'm still planning on draping the hood/mask over his head, but the mesh I had before was a mess from too much dynameshing (torn edges, etc) that I decided to just remake it more cleanly. I feel kind of silly that I didn't think of looking up cow legs for reference, but I knew something felt off about the legs. I'll work on…
Thanks guys! Nintendo, my workflow for designing the helmet was like this: -Concept sculpt in zbrush, dynamesh from a sphere. -Retopo in 3dcoat to get crisp edges as well as refine shapes and break things up into separate segments (for a 3d concept pipeline I can see skipping this part, and doing more polish work in…
Not quite as smooth and shiny as Eve, was looking for slightly more roughness like brushed metal. The model looks very bumpy from the max renders but looks much smoother in UE4 with extra maps. Quick UE4 shots: Yeah topology definitely needs work. No idea how I didn't notice the poles were so bad before, cheers for the…