What about Zbrush(for painting textures) is it similar as 3d Coat better or worst? Because most of the people in the forums comment ZB,also I could not find much tutorials for 3d coat,instead for Z(LOT). Kindly waiting for your replay. Thank you!!!
You should definitely bring that chest and belly up a bit. http://www.taylormadestallions.com/Domains/www.taylormadestallions.com/CMSFiles/Images/Horses/MainPhotos/953/Unbridleds-Song-Photo_resized.jpg http://thumbs.dreamstime.com/z/horse-profile-21561259.jpg Other than that it looks great so far.
After looking at the Zbrush community make some Dragon Ball Z fan art I tried to model several things, I couldn't model some Akira Toriyama's designs but I managed to get Trunks sword out into a model it's not the best but I tried
Yeah its pretty good for scuplting and i think its much better then z-brush interface wise and it cut the shit out like all the fency tool that we dont need in zbrush. Too bad that the creator of this app have solded is soul to pixologic...
Here it is Not exactly proud of it but as i said i feel i kinda rushed this part as i was so keen to start sculpting. This picture shows it side by side with an early version of my base mesh (note that was not what i ended up bringing into z brush)
My final main character sculpt before re-topping. I just have to model in the shoe laces (as i'm using an old version of Z-Brush) and make a start on the backpack. See more Toys VS Pets on my blog! Thanks! http://shayleenhulbertart.blogspot.co.uk/
Just use a Float Script on the Y and Z of the limb. (Assuming X is the direction to the next bone. originalUpperArmLength / (distance UpperArm ForeArm) You can leave inherit scale on for the ForeArm so that you don't need to use more FloatScripts on there. But turn it off for the hands and/or fingers.
I personally use Z Remesher with extensive use of curves to take it down a few levels, then I take them into Maya and manually finish it off in there. I haven't used an automatic topology tool that actually creates perfect topology, I'd rather do it by hand.
The world size is limited to 524,288 UUs^3 which is 53 cubic kilometers at default scale. To get the maximum size, I'd be using streaming and subdivision of Z into 106 vertical compartments to give me a total horizontal playable area of over 5,500 square kilometers.
Not much to critique here. You've shown us a cube. Make it less cube-y would be a start. Don't forget about Z-axis design. Multiple levels. It's really flat right now. Look at some old UT maps if you need inspiration.