1. #16

    Default Feet stuff

    Added the scavenged scapulas.

    Question. Is there a way to lift polypaint into a separate layer?
    I want to do quick pass for skin color but i don't want it to go over the top of existing poly paint. How would i do that if it's at all possible? (extracting textures to do some photoshop magick seems like the long way around :S)

    Capula_Things.jpg

  2. #17
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    Have you tried using "Mask by Intensity" or "Mask by Saturation"? One of those should get you where you need to be.

    Good luck.

    bart

  3. #18
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    You can't polypaint in layers, however I think you should hold off on painting skin for a loonggg time. It's really tempting, but I think it's gonna make it a lot harder to see your mistakes. It's looking pretty good so far, and I admire not sculpting in symmetry, but you should take a look at some reference. It looks like her left shoulder blade is 6 inches lower than her right shoulder blade, and her left arm looks just really weird. Good job on her legs so far though.

  4. #19
    Content for Mature Audiences only. Click to view

    Mature Audiences Release 2

    Playing around with release 2. It's friggin amasing. Before R2 i would alternate between mudbox/3dcoat/zbrush. Now all the functionality i need is in one application and i love it.


    I do wonder though is there a quicker way to remove a piece of dynamomesh i sliced off then splitting separate polygroups into separate tools and then deleting the tool i don't want(and possibly remerging again if there was more then one polygroup)?
    Last edited by koshey; 09-25-11 at 12:41 AM.

  5. #20
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    Quote Originally Posted by koshey View Post
    Playing around with release 2. It's friggin amasing. Before R2 i would alternate between mudbox/3dcoat/zbrush. Now all the functionality i need is in one application and i love it.
    Yeah, isn't it great? This sort of thing is why I was mostly working with 3DCoat even after buying zB4. But 3DC has it's own limitations that I didn't like. I'm very happy with R2 as well.
    http://trancerobot.com

  6. #21

    Default Some more stuff

    Here's some more work with ZR2. Need to work on hair i think.
    Last edited by koshey; 11-13-11 at 11:17 PM.

  7. #22

    Default

    I can't figure out how to add a small rim light from bottom left. When i try to add lights they seem contribute too much light overall even when i play with ambient and distance properties. Any help?

  8. #23
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    Are you using LightCap to create your materials? This is by far the best way to create rim lit effects, I think. Here is a screengrab of a rim light setup with one default light in the middle of the LightCap preview window and one off to the top left, with its adjusted parameters showing.


  9. #24

    Default Testing out Zbrush hair.

    With the new update i am trying out zbrush hair. Seems pretty sweet.
    Last edited by koshey; 02-15-12 at 02:14 PM.

  10. #25

    Default

    Here's another WIP(it's after Gerald Brom's 'souldforge'). I have a question. With the Cross, i want to add more paint detail however the object can not be subdivided more to paint more detail. How can i paint a texture(i assume if i i use texture i could squeeze in more detail) instead of polypaint inside of Z?

  11. #26
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    Neat work ! Really digging the woman and your doodles are cool too =)
    Looking forward seeing more from you
    Happy sculpting
    - Kenny :>
    Kenny Carmody
    Student for 3D-Modelling and 3D-Sculpting
    ShowReel May2012 -
    http://vimeo.com/42027953
    CGHub Portfolio - http://kc-production.cghub.com/
    Blogfolio -
    http://kennycarmody-art.blogspot.de/



  12. #27
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    Cool worx!
    Happy ZBrushing! Greetings, Dominiek.
    My sketchbook :
    http://www.zbrushcentral.com/showthread.php?165152-My-stuff



  13. #28

    Default head practice.

    Practicing heads. Made it from a sphere in Sculptris then too it to Z to touch up and render.

  14. #29

    Default Mr_Moon

    Just having some fun with this(WIP) I can't seem to finish anything. By the time i get closer to finishing i always get sick of the piece. So i guess the trick is to learn to work faster?
    Last edited by koshey; 02-28-12 at 03:06 AM.

  15. #30

    Default

    I was looking at some Bammes today and I think i just figured out something derpingly obvious (at least i hope so. That you know this is correct figuring out). It seems generally speaking muscles pull from insertion point towards the origin. If this is correct it makes it simpler to figure out the action of some muscles and when they are flexed. Please kind anatomy savvy people tell me, is this so?

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