You can retopo to have clean base meshes to resculpt, or decimate the subtools, import them in Max/Maya/whatever and modelize a clean mesh using the sculpt as a guide. Or you can use the remesher maybe ? If you're not used to do clean stuff in zbrush, it's better to work with a lowpoly first, it takes way less time than…
Yup, it bridges the gap between the 'blockout with primitives' stage, and the sculpting exploration. I find it extremely useful, I have been doing full characters this way lately (keeping a final retopo and resculpt stage for the very end). It basically removes the need for zspheres or zsketch and replaces it by primitives…
Thanks for the advise, but I actually already sculpted the hair and did the retopology. I had to sculpt the details on the hair strands... individually. I'll definitely try a more efficient and less time consuming method next time Oh, and I'm using Blender :)
It started easy enough - most of sculpted parts are derived from base mesh anyway, so the topology flow is mostly already there (though the ears were remade). Now it's the question of getting the resolution right. I guess, I've added too much, going to even it out a bit. The point is for it to look good enough at "portrait…
Hello o/ Currently working on a block-out for my final major project for university, adjusting proportions and clothing fit. The jacket, shirt and pants was created roughly in Marvelous Designer and sculpted on top of. I also plan on sculpting the rest of the clothing manually. But so far my plan is to keep adjusting the…
Here is what has kept me away from my computer. Thank god I graduate in a week. This was for a facial expression class. It is regular gray clay kept moist and resculpted over the course of 6 weeks. In between sculpting sessions we would draw the same expressions. This was the second class I had that was sculpture and…
Resculpted the damage a bit and remodelling the low poly version. Used smoothing groups this time round and flattened the sides of the low poly version. Looks alot better than before. Added some cracks in the texture (not 'too' happy but it'll do for now). I did sculpt cracks in the mudbox version but to get decent cracks…
Hi there :) Thank you for the kind words, I'm slowly moving on these days on SWR due to several projects, I just wanted to make another hairstyle this time as it's quite quick to craft (it's like 90% sculpt, 5% cleaning topology, 5% UVs). Below are some toolbag's renders of the...well, hairstyle head I guess ^^" ZBrush…
I agree with the above posts. Job-wise: The first thing that jumps out is your presentation. If you're going to have presentation sheets, you don't want them to be messy/ scattered. Think compositionally. And it would be nice if you had some form of continuity throughout your sheets. A style-guide for placement. More…