Theres tons of tutorials out there. Usually start with a basemesh, get all the forms done > Then do detail pass, like scales, skin crease > retopo in Maya then re-import and transfer details> Bake displacement or normal maps. it depends which renderer you are using. If your are using vray you can follow this guide…
Here is the final textured game res Dracula bust. Hi res sculpt in Zbrush (see earlier post) re-top in Zbrush and Max. Rendered using VRay in Max. The goal with this personal project was to make a stylised, non-photo realistic character. There are no photo sourced textures on this chap. It's all scratch painted. I wanted…
For Substance Designer I'm not sure, but at least for Substance Painter we don't have a Temp directory, we work in Ram/Vram all the time. You may want to look into your virtual memory settings just in case if you want to avoid writing on your main disk.
You'll be working at least 3 weeks on this and probably more since you haven't worked with 3D in a long time. It looks simple but getting everything to play smoothly will take a lot of time. This is a typically what a Generalist does. It requires different skills and a good deal of experience to pull it off quickly.…
Hi! it's been a long time since I did not post anymore. Here you can see my last works : Based on a concept by Florian Stazinger Sculpt in ZBrush and render in Vray with Ornatrix. Design by Miranda Yeo A speed project made in 1 week during my free time. Design by Justine Cunha
makecg: Haha, thanks but it’s true! MM: thanks, done and done. PhoenixWolf: Yessss! D.Carmine: Thanks! Yeah, everything is by me. Rendered in Maya using Vray. Not in love with the shoes or pants but still working on it. Took a break for awhile now im back at it. let me know how i could improve it!