Hello everyone I created an environment piece in Unreal Engine called “Merchant in The Valley”. I want to create a short breakdown for Polycount how I created the trim sheets and approached the modular assets and foliage. If you want to watch a video, I created a video breakdown for Stylized Station. Under the video, I…
Thank you!! ^0^ It's odd you even mention photorealism, this whole thing was just a big test to see whether I could actually manage to craft a tree that would look *right*; and when I say right, I mean with the right distribution of volumes and shapes. The whole thing is handmade, from the bark of the trunk (quite patent)…
This might not make sense for ET but its something I'm going to try and make work. Everything on here is looking great. No negative crits to give out. I would even say with the new in game closeups that small details like GhostDetectors runes would be readable. The hard part would be getting it to look good on the postage…
Definitely upgrade zbrush. If you paid for it the upgrade is free, and if you didn't then it is still free. The increase in polycount comes from creating a consistent density across the entire surface, which is generally a good thing for sculpting. An increase in the polygon count shouldn't be too bad considering it's…
Philip K's tutorials are great! But I found that when I was sculpting wood it was was also a little harder to judge the depth and details that were really necessary, sometimes its easier to go over the top and scale it back down using morph targets, its easier to lower the detail of a sculpt that it is to add more details…
@PolyHertz: Thanks man :) regarding the sculpting, I'd used MB1 for his body as I dont like how 2009 screws the flatshaded views [especially at lower divisions]. But I used 2009 for adding the wrinkles [the Steady Stroke option is great,kinda like Lazy Mouse from zb,enabling it should give you a blob-free stroke]. In…
Fantastic job and super inspiring art. Thanks for sharing it Progg ! :) I played the game during the Xmas holidays and I really enjoyed it. Art -wise I loved how you guys managed to retain the look and feel of the first 2 games (also building upon it). My favorite area is definitely the "Heaven": I loved the look of those…
I don't really post on any sculpting sites. So im going to post this lil fellah here. He's a rock gollem and he's eating a tree. im going to texture and light for a still image. i'm going to render out a turn around. base mesh in maya zbrush sculpt about 20 hours
Hello! My name is Shelley and KristaW and I are officers of our school's ZBrush club. Today we hosted a sculpt Jam where each participating member picked a critter from your evolutionary tree to sculpt. We have a tumblr post here with all the entries:…
Really late, but thanks for the tip, Ash! I'm going to re-do the UV soon. Sorry for the lack of updates! Finally got something to show. I got a more detailed version of the house with UVs. Textures are placeholder at the moment. Also started getting familiar with tileable sculpting and started working on the roofing. And…