ZBrushCentral

Hulking Man (WIP)

Hi,

This is a sculpture project, to sculpt my first full Anatomical male character.

DaveySculptor

Attachments

image_000_001.jpg

Zbrush_4K_02_zpsa0736ada.jpg

Human_Male_Base_Mesh_zpse529b7c3.jpg

Here is progress on this project:

I used dynamesh in Zbrush and then remesher. Rebuilding the subdivisions was problematic, but manageable.

Rielaiz

Attachments

Hulking_Man_01_Small.jpg

Hi,

Here is an update.

With help from the kind Zbrush Support team, I now know how to use GoZ with Lightwave 3D.

I have attached my results so far.

DaveySculptor

Attachments

Hulking_Man_02_Small.jpg

Hi,

Here is a rendered image from Lightwave. I exported a Mid resolution mesh from Zbrush, then applied 4k Normal Map in Lightwave.

DaveySculptor

Attachments

Hulking_Man_new_14_Normal_Map.png

Hi,

In the attached image, I have applied a 4K Displacement map, rendered out in Lightwave, with Sub Division levels ranging from 25 to 50. As you can see, this doesn’t show as much detail as the previous image, where I used a normal map.

The displacement map takes much longer to render. When I finally resort to using a lower poly mesh for posing and animation in Lightwave, I may try using the normal map ontop of the displacement map, in order to keep general form, detail and still the ability to manipulate a low poly rigged character in Lightwave.

DaveySculptor

Attachments

Hulking_Man_new_14_Displacement_Map_50_by_25_by_50_000.png