Great info there. Thanks for sharing.
P.S. Congrats on TopRow!
Congrats and awesome work, Joe! I've been trying to figure out how you did some of that hard surface sculpting for awhile now (in fact, I was just trying to to accomplish something similar to what you described - but nowhere near what you achieved), wishing I could still just go over to your desk. Thanks for the video! I will have to study it.
Senior Environment Artist - Red Storm Entertainment
Amazing work dude, i really hope i can to your level some day
great work. big thanks for sharing. the artist here are so generous.
Fantastic work. Well deserved Top Row.
Fanatasic work, thankyou very much for explaining your techniques and sharing your brushes/alphas. Love the level of detail in your models.
Really nice What brushes did you use for the clothing on the sniper? it looks really NICE
Thank you for sharing
My Thead ( Teenage Mutant Ninja Turtle, Centaur and other)
2011 University graduate looking for employment
Practice, practice, practice. Every skill is perishable,. Only by constant practice will you be able to hone your craft.
amazing work man you are a PRO
Insane models man. was a real treat to see. Love them all.
Could you give a break down of how you go from a high poly zbrush model to a lowpoly game model.
I normally use topogun to retopo my initial sketch and fix up in 3d max and uv map then bring it over ZB to highres sculpt finer details but when I sudivide that mesh in zbrush it destroys (stretchs out my edge loops) my low poly model. In 3d max it subdivides fine with turbo smooth. I guess the main problem is i want to us my good lowpoly I made in max with maps(displacement or normal) generated from the ZB high poly. The ZB high poly always seems to have a different silhouette than a turbo smoothed mesh from 3ds max so even using xnormal gives strange results due to the different silhouettes.
Sorry for harping on but its something I cant get my head around.