Hey this is a character I've been working on the last few weeks. I was inspired by the art of Deus Ex - HR and wanted to create a private security specialist who could fit in this universe. So far I've created a low poly character with a handgun (>6000 tris), and mapped out his UVs in 3ds max. I've exported the character…
Add a Turbosmooth modifier and enable 'isoline display'. Now go into editable poly and enable 'show end result'. This will allow you to model using the polygonal proxy mesh cage while viewing the subdivided result. You can also scroll down to 'subdivision surface' NURMS rollout in the command panel and disable 'show…
The nitty gritty details will be better discussed with an environment artist. I am just a generalist so if I see a big thing wrong I can point to that. The shading problem is due to what you are forcing decimation master to do. There is big flat areas with no detail and then little grooves with high detail. So the most…
pior: Thanks :) The set-up is embarassingly simple really, it's just a flat grey in the diffuse and specular slots, and the material uses the skin environment channel, with which I bump up both the scattering (1.0) and subdermis depth (0.9) channels and drop the smoothing to nothing. I set the spec intensity to about one…
Making a stylized mini environment and thought I'd open a thread for feedback :) . I Really want to push my texturing and composition skills for this. First, here is the most recent wip: Trello to-do list (because I'm a nerd) The following is the original post: First off, here is the concept I'm loosely basing it on [not…
Im not sure why this never showed up in a google search but It keeps happening to me. Basically I have a character model that needs unwrapping but already has subdivisions and polypaint information. No problem I create a copy and start working on that before realising that zbrush is never going to give me the unwrapping…
hey all. A primary hinderance i've had in modeling has been texturing. By no means am i some expert in modeling yet (though i dont think anyone can truly master it, just get better each time), but ill always feel my sculpts/models will be incomplete if i forego texturing. ive been holding off on it because theres just too…
@PolyHertz I don't think the name is what zbrush uses to identify the object. At least I've tried storing the method you've suggested and it tends to append it as a new tool. I'm not exactly sure what goZ is doing behind the scenes but it doesn't look like it's using the name unfortunately :s @musashidan Thanks for the…
I'm a fan of zbrush polypaint. I used to be really put off it because of zbrush's hard to approach nature, but after sitting down to learn how to use it i wouldn't be without it anymore. Now whenever i make a model to sculpt i always give my base meshes a good unique UV so i can make the most of it. Paint some, export the…
Fist of all, my workflow: I sculpt my highpoly model in Zbrush, then I polypaint it with the realistic textures (via spotlight), then I export HP model to xnormal where I bake "Highpoly Vertex Colors" into diffuse map. My lowpoly model is of course properly uv mapped. Now the question: Did any of you guys find a way how to…