Hey guys, So i was initially making a bust in zbrush but thought i should make something a little smaller atleast until im totally comfortable with the software. Anyhow im just going with an open hand and arm sculpt at the moment Im at really early stages but would appreciate any criticism on the current shape of the piece…
I'm learning how to texturing an environment in blender and krita for a videogame that I'm working on. I'm a noob, so i need help. Could you tell me where I'm wrong, what to improve or maybe recommend me some tutorials on hand painting? This is the texture i'm working on:…
Hi guys I am working on a real-time character and I am kinda struggling with the hand painted/cartoony texture look. Here are some concepts I made for this guy: I am also quite new to +15k polys modeling, is this topology acceptable? or does it need major changes? any tips/help would be greatly appreciated! feedback will…
Hi, I would like to know if zbrush have the same brush preference as photoshops brush "Transfer" setting? And what more brushes/settings do you use when you create that hand painted feeling inside zbrush? Thanks for any feedback!
She's finished! https://www.artstation.com/artwork/XQn3L Hi! I started a new project and wanted to have a thread with the progress this time. I'm working on Megumin from Konosuba and this will be my first hand painted character. My progress so far: Any feedback would be appreciated. Thanks!
@perna This is all true, but these inconveniences can easily be offloaded to outsourcing or less senior staff. I think zbrush hard surface modeling will definitely upset the scene in a similar way as it did with organic modeling, but not necessarily in a good way. At some point, a job as 3D artist might be basically a…
I've gotten a fair share of work over the last year that was very mock-up heavy. There were plenty of opportunities to use zbrush for hardsurface work where it would have been a complete waste of time to try and block out the same thing with clean subdivision topology. When it comes to making adjustments like edge bevels…
Hey guys, I haven't had much experience with hand-painted texturing of characters before. Please tell me what you guys think and critique as much as you can. I really would like to improve as much as possible. First attempt: Update 1 - Added eyebrows and changed some shading: Update 2: Update 3: Thanks in advance, GammaRay
I wanted to find out if this is possible in Blender. Can one pose each hair curve generated from the mesh by moving the cvs and hand keyframing it ? I have googled this. Couldn't find any concrete info. Also I am wondering if its possible to import these animated curves to ue4. Unfortunately ue4 doesn't support hair from…