:D !
nice michael meyers! and i dig the chucky too.
Chucky
Have you tried Topogun for retopology? I find it alot faster and more efficient then using zspheres
RiVvenGuard; Yea brother I heard of it and I’ve downloaded the trial, but I dont want to pay up. I’m used to zspheres though, don’t get me wrong, the first time I ever tried it I wanted to shoot myself in the face.
anigroove: thanks man I’m glad you think its worth a thumbs up dude.
mjoinir: thanks dude I got more on the way I hope you like it.
asecbrush: thankyou man I’m digging the thumbs up action I’m getting on these miserable sculpts.
Thats actually a really good start! May be a good idea to show the wireframe for critiques but overall a good start. Very clean!
Newbs (like me),
what is wrong with this picture?
How would you have modeled this particular piece? Would you sculpt it or model it straight up in maya/3ds max etc.? Let’s say your goal is to render this outside of zb bpr. What would be the next thing you should do if you had this sculpt and base mesh? What do you think a reasonable polycount should be, and how would you make sure you can preserve your sculpt if you unwrap the UVs in another software when you remesh? Getting tricky right? What size texture map would you use and would you go with normal maps or displacement? How would you generate your maps and how would you make sure they are clean? What type of materials would you assign to this when you render it?
I’ve made so many mistakes in the past even though the answers were always on these forums. If I could just help a few people in the right direction than this post is for you.
Look at level 1 to hi res, what is really going on here? Is it really sculpting or is it modeling for the true form (a level 1 mesh)?
TIP; You could use plain old bump maps for some of the less intricate details, you could even assign normal and bump together as long as you assign your bump first and then assign normals node to bump node.
Attachments
If i would have started with a piece of concept art i would have modeled the whole thing in max. however if you didnt have a starting point its good to use zbrush to get the concept blocked in and even detailed to some degree, and then modeled around that in max. thats my preference but i have been using max alot longer than zbrush and for hard surface stuff i feel like doing it in max makes it easier to have nice crisp shapes at a lower poly count. Ive seen some really amazing hard surface sculpts in zbrush but you need a ton of faces for it to be smooth.
feel free to CRITIQUE thats all I look for on ZBC. Im sure everyone is tired of seeing predator, but you know something? Believe me so am I, so am I.
basic render, some of my main zbrush normal maps, lambert shader in mental ray. I played with it in ps though, something I learned at the zb meeting.
MICHALIS- thank you kind sir, I admire your work!
Attachments
Nice digital sculpture here, the best way. Topology is of great importance.
SCREEN GRAB
Nubus- Thanks! I just realized you’re back in action! Good to see you back.
Mrguy- Thank you. I see what you mean, I have a sort of blurry large sized noise going on for the helmet, but I like the way that scatters the light. I’m afraid of letting it look too smooth because it would feel too clean. I’ll see about relieving that though thanks for the input.
Attachments
very nice work man. Can’t wait to see how this progresses.
Looking good. Though some of the bump might be getting a bit heavy, (large).
more paintstop.
Attachments
Hey, lots of nice work in here man.
I just recently stepped into the world of clay sculpture myself and its a lot of fun. Been using medium Chavant to sculpt half scale busts, but I’m interested in trying some other materials. What type of clay are you working with?
Good Stuff bro
Thank you and yes sculpting with clay is a lot of fun! For the two headed giraffe I used self drying natural clay, and for the bust I’m using Sculpey. I’m also using an intro set of sculpting tools.
ox creative imagery- thank you kind sir