Sure. Edit: The tool seems to remesh fine on my Surface while properly preserving the polygroups, so the problem doesn't seem to be in the model. My only guess at this point in time is that you might have Tool:Export: Grp turned off (I think zbrush does some exporting when it goes through the process, unless that was just…
hey man, this is really solid for your first character, it's well sculpted and you seem to understand the worflow. the biggest thing holding it back at the moment is your textures. Presently, they mostly appear as flat colours with some ambient occlusion/baked lighting info overlayed over them. This makes the materials…
"That's my two cents anyway. Hope it helps weight the fear/bias towards a more nuanced look at AI from artists. For anyone feeling worry/anxiety about the industry... learn the fundamentals and wait for the platforms/tools to shift. It's going to be okay. Your future is probably fine" I don't think that's the case at all,…
For the past week I've been trying to figure out a way to get rid of jagged edges from my painted textures. So far I have not succeeded in getting rid of them :( . I've tried subdividing my mesh to a million polies in Zbrush in order to get nice, smooth, crisp, lines and so far it looks good at high polycounts. The problem…
Hey Polycount, I got so much great feedback on my last couple characters so I want to continue these posts since I really learned about 100x faster here so seriously thank you to this community of artists for the help. Anyway, Kratos. So as the title suggests it's going to be a stylized version of him which at first…
Hello again, old friends... It has been a long time since I posted any art here! I've kinda fallen off the art bandwagon recently (closest I got to anything released recently was some modelling in Gears Ultimate, and a bit of texture work in Gears 4 MP), and since then I've been mainly working on game prototypes in VR,…
Currently my workflow is as follows, close to what you outlined. - Model a base in whatever program is best suited, ie your comfortable with. - Do a rough uv layout to aid in texturing (not necessary) - Bring into zbrush and sculpt-add textures - decimate the mesh (temporarily for this export only to make it more…
"Deity" Smite me, oh mighty smiter! Took me about 2 hours. Here's the texture I used: @SandmanSeven: I like the whole sea-creature vibe, but he could really benefit from some less human looking eyes. Something like this: @AsterBTT: I think this guy needs to be more "awesome." You might think I'm being facetious, but he's a…
@ Dan! thanks for the crit yeah, you're right, i created basic mistakes on creating the model. i should throw more edges on joints while making basic mesh to make it more friendly while rigging. At first i want to make female char wearing solid spacesuit, but due to limit of time and lack of technique (this is my first…
- I think the Non Realisitc Rendering feature is pretty cool but then again it is not like it fakes it well enough to be mistaken for tradional art. Also there are bugs in some of the Presets. (I posted quite a lot tests here including trying turnarounds with it: https://twitter.com/TocoGamescom) - Actual cameras are nice…