@icemike Somebody sounds keen..... :)
Type: Posts; User: musashidan
@icemike Somebody sounds keen..... :)
Brilliant. Thanks for these. Very useful.
I usually start a non-concept/speed sculpt of a human head with a basemesh with existing rational topology.
There are several reasons for this: very easy to manipulate the forms; very useful for...
Sculpt I recently finished as a study. Wanted to push the tertiary detailing and properly study the variety of pores/wrinkles that are there when you really look closely. Beginners will often just...
I'm honoured and humbled to be featured amongst such incredible artists. Thanks Pixo! :)
I've been using an Intuos 4 small for years and it suits me perfect. At one stage I got a large and didn't like it, so I went back to the small.
Great stuff, mate. Surprised you haven't presented at ZS yet.
You did well to get Tom Waits on the Halloween vid. :)
Just wanted to say how much I emjoyed your fantastic ZS presentation. One of my favourites this year.
I'm a huge fan of your work. I'm simply stunned, though, that these are not getting...
This is one of the best sculpts I've ever seen on here.....and that's saying something. Fantastic work. Hugely inspiring.
Day 3 - In-Engine(UE4)
With everything finally finished it's time to bring the assets into UE4, a very smooth process in comparison to years past. :) It's just a matter of exporting the mesh and...
Day 3 - Animation
As I only had a few hours to complete the animation it is far from polished. Animation usually takes the most time in the pipeline, but I got results that I considered acceptable...
@boozy, thanks Mark. Yes, indeed, the example above was around the eyes. It's very quick to do and gives great results. :D
Texturing was a very fast and simple process in Substance Painter: just...
Day 2 - Retopo/UVs/Baking/Texturing
Baking maps in Substance Painter is about as simple and straightforward as it gets. and because it's synced(MikkT) to UE4(my destination engine) I don't...
@mytholon, thanks, man. Glad you're finding them useful.
Day 2 - Retopo/UVs/Baking/Texturing
For UVs I always use a combination of 3dsMax/Headus/Zbrush. Depending on the project I'll use...
Day 2 - Retopo/UVs/Baking/Texturing
With the sculpting complete(this is still non-destructive and can be worked on all the way through the pipeline with only the need to re-bake the normal map...
@juansan @franek, thanks lads. Glad it is useful.
No problem mate. It is a real ZB gem alright. :)
A few pleasant hours of sculpting later. Often-times Bob Dylan accompanies the proceedings.....
501530
The aim here is speed to quality ratio. A trade-off between time spent(avoiding OCD...
@boozy, Thanks Mark. nice to create squishy things after all those armour-y bits.......... :)
Day 1 - Sculpting in Zbrush.
Everything starts in ZB...........usually from a trusty sphere.
...
This was a project I did last weekend.
EDIT - Sketchfabs Added Below
The goal: create an animated character from scratch, from a single concept image to in-game(UE4), in 3 days.
Day 1 -...
<iframe width="560" height="315" src="https://www.youtube.com/embed/TLBix4sODd8" frameborder="0" allowfullscreen></iframe>
This course is a look at various methods of modeling hard-surface...
In this video we'll take a look at the extremely useful feature of combining Zremesher with the topology brush to localise the result.
<iframe width="560" height="315"...
Great thread here, Joseph. The CNC work is fantastic. I have to reprimand you, though, for your carpentry work on the deck steps. :) It is very bad practice to show end-grain like that. The perimeter...
I have to tip my hat to any man who manually sculpts the fur using this approach for an entire character. I commend you, sir. 1000 hours indeed. :)