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>> No.568347 [View]

>>568259
>>using zbrush for hardsurface in 2017
>nice meme

real meme

>> No.568346 [View]
File: 194 KB, 592x766, r8b8.png [View same] [iqdb] [saucenao] [google]
568346

>>568326
no of course not, if you are not going to useit in any way other than static renders it really doesnot mater.
>>568331
in this mesh if you look closely hars surfase is in tris. and elbows, where it'll support bending, anyway I thought you were going to divide at some point that head, and make some anime model with kinda today's graphic level.
isn't this >>568318 better than>>568306 ?

PS: any suggestions for anatomuuuh?

>> No.568322 [View]

>>568318
this is better. but still tris..
>What's bad about triangles anyway?
smooth the mesh and you'll understand. overall system is working in quads. YV;s work in quads. at some point you'll want to divide, but tris can not be divided,
you can have tris, it won't kill anyone, but in places wich is not seen that much fac is the worst place to ahve them imho. if you want to deform it anyway

>> No.568316 [View]

>>568306
>I just strated making "something". it's 0.0002% finished. is it good?


show us when it'll look like that character you are trying to recreate.
50% of it is triangles. correct it. form primitive as this should not contain any triangles

>> No.568305 [View]

>>568277
Looks amazing, it kinda looks like mash of Lego and pixel art-3d m I'm liking!! and it has right amount of details. I'd add couple of arrows though.
but if it's going to be many of them, then I agree with this anon >>568284

>> No.568260 [View]

>>568258
NP man,
I meant that it sucks as base mesh, make less defined body,like my character hasfor example, and reuse it for other characters. it'll give you much more freedom, and needed challenge to get better. because you won't be able to give it needed shape just with move brush.

>> No.568257 [View]

>>568245
how do I register on CG persia forums ?

>> No.568256 [View]
File: 365 KB, 1921x1073, Capture.png [View same] [iqdb] [saucenao] [google]
568256

>>568253
1. don't use base mesh before you'll be able to do it with much confidence.
I create every mesh from 0. BTW I'm also new to this.
2 your mesh is too defined to use it as base mesh, you basically do nothing rather than use move brush on that to reshape.
3. it kinda sucks :)) at least make new one. you won't go forward if you won't practice..

oh and make your own UI,,, here's mine, if you want use it as template.. almost everything is useful in mine..

>> No.568252 [View]

>>568246
and paintjob/textures look a bit smudged and some parts puffed too much

>> No.568251 [View]
File: 167 KB, 602x766, 333.png [View same] [iqdb] [saucenao] [google]
568251

>>568248

I made basemesh today and sculpted face, concepted hair.. I want to end this in one week :v
>>568246
IDK, I like your character very mych man, she looks very organic. are you doing only busts? or whole characters? because I don't think that busts will give you too much in a long run

>> No.568248 [View]
File: 591 KB, 796x775, 2222.png [View same] [iqdb] [saucenao] [google]
568248

>>568247
PS: I started new character in 4r8 and I'm gonna tru and make many hard surface parts with this one

>> No.568247 [View]
File: 614 KB, 755x793, 111.png [View same] [iqdb] [saucenao] [google]
568247

>>568216
>Zremesher can not generate good topology

>> No.568237 [View]
File: 192 KB, 766x884, learn.png [View same] [iqdb] [saucenao] [google]
568237

>>568236

>> No.568216 [View]

>>565962

>> No.568215 [View]
File: 318 KB, 1500x882, 1495767438645.jpg [View same] [iqdb] [saucenao] [google]
568215

post your works in progress men and women!!

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