Do you need it? No, but it's beneficial for anything organic and to some extent for hard surfaces. I would recommend trying Sculptris to start off (it's free and can be learned in less then 10 minutes). For work that's done without the use of zbrush, check out Paul Pepera, LoneWolf, and Tor Frick for hard surfaces. Also…
I suggest taking a look at Eat3d's 'ZBrush Hard Surface Techniques'. I've only seen the first one, so I can't really say which of the two would be better to get (although you may want to look into the 2nd since it takes 4R2 into account), either way, they will give you a much better idea of the types of hard surface work…
Modeling insets into a curved surface is a classic modeling conundrum. My preferred solution is to model the insets on a flat plane and then use a bend modifier to curve the shape. However if you you do that to a lowpoly and then subdivide it you will still end up with pinching, not as bad as your example, but still pretty…
Hahaa... I am not good at hard surface modeling. I might have better luck just beveling the edges and bring it into ZBrush. I've been consulting the hard surfaces thread in the Technical board here but I think I need to re-layout the topology on it before I get started. n88tr Do they look fat because they of their…
First topic: trying to 3D scan a flat surface that has a slight warped mesh. (like a slightly bowed surface) and how to fix this issue for baking flat map generation. Like uneven height & normal maps. (one side being brighter/higher than the other) and how to normalize them? (make them consistent, so they can be tiled…
Looks really useful. I am just wondering. Could I use this tool if I wanted to place army-pouches/backpack on a character model? Now I would merge the pouch to my scene and use normal align to make the backpack face in the right direction. If I could use this for objects that are attached to the surface as in the examples…
The lighting in the unreal scene is nice, but overall it's kind of clear to me what needs attention is textures. They are too procedurally noisy and don't have enough variation between different surface types. Because of this it's hard to read detail in anything and everything ends up blending together. ps: your first…
This thread made me wonder; is there a group of base books for environmental work that people recommend like there are for character work? For characters you think of Bridgeman, Peck's Anatomy Atlas, Glen Vilppu's stuff, etc. If you run through that you'll have a decent ability to draw out an idea and the anatomy knowledge…
You know to be honest, that dynamic ai presentation was really underwhelming, all it showed was that during the uncontrollable flailing of the extremities the joins on the hands are made to stick to an appropriate surface. It looks more like ragdolled models with sticky substance on their hands :P It's not as if the…
Sweet work :) Just wondering, but before i say something i have to make you understand that i have no technical background at all, so i shouldnt realy say anything :P It's about the light passing trough thin surfaces, the new render to surface maps in 2011 have a sss option wich calculates how thin a area is, isnt it…