View a 3D realtime turnaround of this model HERE.
Stop already, your just making some of us feel badā¦LOLā¦No really great workā¦Love it!!!
Ha, thanks! but thatās exactly how I feel looking at everyoneās amazing work here!
YEEEAAAAAAHHHHH RRRRIIIIGGGGHHHTTTTTā¦LOLā¦Seriously, your stuff is top notch!! For me I keep trying to break that glass ceiling of feeling confident enough with all the tools and techniques, but I am not gonna give UP!! But some of usā¦hmmm wonder whoā¦does not have that problem at all⦠Keep em coming!
I canāt stress PRACTICE more! Itās all we can do to get better at this. And it works. Even if it doesnāt show immediately.
Agreedā¦is why I got a second monitor so I can follow along tutorials and classes and I got a better computer, practice is always the key. My problem is that I am a pastel/Pen/ink/ artist for years and have a hard time moving from that media and wrapping my head around the graphic techniques. It is like that saying, how do you get to Carnagey(spelling)Hallā¦Practiceā¦practiceā¦practiceā¦
Thatās cool tho. Before I started really using zBrush in late 2013, I had practically no experience sculpting of any kind. Iām more of an illustrator. But zBrush has made my illustrations 100x better! Youāll be surprised how that knowledge will help you once you learn more of the program.
Yeahā¦the newest version of Zbrush is amazingā¦I see a light at the end of the tunnel nowā¦lol
You are so right DP. Practice does make perfect but I must applaud your hard work.
As much as I love ZB I have never been able to work at that pace. Donāt sell yourself short.
Nice, a Stan Winston classic.
oh yea. One of my idols. ; )
Iām not familiar wit using and creating UVās, and Iāve been watching the UV Master tutorial on Pixologic. It seems easy enough when I watch it, but my zBrush model is not acting like the one in the tutorial, and I have no idea why, or what to fix. The attached image shows what I mean. The top tier Left to Right shows what their UVās look like when FLATTEN is clicked, and what my models UVs look like. Mine look crazy. And Second tier, Left to Right, shows their seems when CHECKSEAMS is clicked, and mine looks like a zebra print. Bottom tier, left to right, they add a checker board pattern to the model in TEXTURE MAP, and theirs looks nice and tight, the squares are dense, but on mine they look really big, and bashed up. Forgive my inexperience with this, but Iām trying to teach myself but nothing seems to work the way it does in these videos. Any ideas???
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You might have better luck grouping up the head into separate polygroups: One for the head (neck and skull parts), another for the face and two more for the ears. Then select the āPolygroupsā option in UV Master to get a more agreeable split. Iām assuming youāve already tried the control painting options, so Polygroups is the only other thing I can suggest.
You may have to split your ears into inner and outer groups, especially if they donāt seem to unwrap properly.
Hope this helped.
Thanks for that. Yes, those images of the flattened UVās was after I did the protect/attract paint. Iāll try doing what you suggest.
is it because my model is too hi-poly? I used āwork on cloneā. It made it pretty small. less than a million.
Are you working from Dynamesh before or after ZRemesher? Maybe have to ZRemesh first. I have been taking a course from Gnommon and there was something I didnāt think about when posing and was said that ZRemeshing your model before moving gives you better control. Is just a thought that came to mind. I will check as well. Hope you figure it out.
Iām working on a clone from a DYNAMESH model.