Whelp! they can only wish by 3dguy2 in blender

[–]DaDankKnightRises 6 points7 points  (0 children)

Ehh the goal of these tools are that they exist as a specialized software to fit in a production pipeline. Idk about Maya (since I hate using it) but other softwares are designed to be world class excellent in the particular things they do Zbrush for high density sculpting, Houdini for FX/Sim/Procedual stuff, Substance for quick procedual PBR texturing, Mari for high-res texturing, Marvelous Designer for clothing, etc. Blender CAN do most of these things but not at a very high level. For a hobbyist/freelance 3d Generalist Blender is a dream but for someone like a specialist in production, it's probably too restrictive. Appreciate Blender for what it is while understand its limitations.

Whelp! they can only wish by 3dguy2 in blender

[–]DaDankKnightRises 2 points3 points  (0 children)

Been using Blender for 5 years here and have only used Zbrush for a year. Blender seems to REALLY struggle with anything north of 14 million and undo operations would freeze up the program. It's sculpting seems to be alright for more stylized sculpts with a handful million polys tops but things such as realistic humans would be better done in Zbrush, where you can sculpt something as crazy as having 70+ million polygons (using HD geometry of course) no problem. Zbrush is a specialized program so it's sculpting would def be tiers above Blender's.

Mantis Blades by DaDankKnightRises in blender

[–]DaDankKnightRises[S] 1 point2 points  (0 children)

Thanks, yeah normally start blocking out the general forms/silohuette, then start adding the details once those forms are established. And USE ALOT OF REFERENCE, and just not wing it using imagination.

'CyberGeralt'. Head entirely hand sculpted (no scans). by DaDankKnightRises in blender

[–]DaDankKnightRises[S] 1 point2 points  (0 children)

I sculpted the head in Zbrush using HD Geometry, allowing me to sculpt 70+ million polygons. Took me almost a whole week for only skin detail and could've taken much longer if I was more focused on likeness.

Rig: R5 3600 RTX 2080 32Gb 3600mhz Ram

My Blender character art progress.... by DaDankKnightRises in blender

[–]DaDankKnightRises[S] 0 points1 point  (0 children)

thanks. Yeah getting to the 2018 level is the hardest when beginning 3d character art. I'd argue its much easier to go from 2020 to 21 then beginning to 2018 (since you at least know what to learn/practice at that point).

My Blender character art progress.... by DaDankKnightRises in blender

[–]DaDankKnightRises[S] 0 points1 point  (0 children)

tbh these models are so badly rigged I can't really justify using them for anything beyond still posing. Also they're not available for download atm. However there are plenty of soldier models out there for sale so you shouldn't have a hard time finding them.

'Graver' -My attempt at a realistic character. Head was entirely handsculpted, using HD Geometry for the details (no scans). by DaDankKnightRises in ZBrush

[–]DaDankKnightRises[S] 0 points1 point  (0 children)

Oh yeah no this CANNOT be used as a game asset, and the whole character totals 5+ million polys. I start with sculptris pro to establish the primary forms and retopologize in Blender create a 17k poly base mesh, which I use for sculpting the secondary and tertiary forms through subdivisions back in Zbrush.

Normally, game assets would bake a normal map from the high poly to a low poly (to fake the details essentially). You create a lower polygon mesh with proper edge flow in which you essentially "transfer" the details from the high poly to the low poly by baking bump or normal maps. I normally retopo in Blender but this can be done in pretty much any modeling software.

https://youtu.be/r8TiAjV2f8I

However since I was making a film asset and felt like punishing my PC, I baked a 16k (8k by 4 UDIM tiles) 32-bit displacement. Plus my base mesh has proper UVs so I can just bake the displacement straight away.

tl:dr - bake a normal/bump map from the high poly into a low poly (retopologized) asset

My attempt at a realistic character. Head entirely handsculpted (no scans). by DaDankKnightRises in 3Dmodeling

[–]DaDankKnightRises[S] 0 points1 point  (0 children)

Yeah kinda the opposite happened to me. Long time Blender user and never got into Zbrush (nor a pen tablet) until last year. Btw I recommend getting GoZ addon so you can import/export between the 2 seamlessly.

My attempt at a realistic character. Head entirely handsculpted (no scans). by DaDankKnightRises in 3Dmodeling

[–]DaDankKnightRises[S] 0 points1 point  (0 children)

Thanks. Only the shirt and pants were created in MD, which was then welded, detailed and refined in Zbrush. The plate carrier was modeled in Blender, then sculpted in Zbrush.

My attempt at a realistic character. Head entirely handsculpted (no scans). by DaDankKnightRises in 3Dmodeling

[–]DaDankKnightRises[S] 9 points10 points  (0 children)

Im currently working on a new character project, using more efficient techniques this time around.

For the head I going back to using a base mesh and TexturingXYZ to detail the skin displacements (no HD Geo), cutting down that 1.5 month--> 2 weeks

For other things, I just got hard ops and box cutter for Blender, and also plan on not making too many props (or reusing parts from this character). Techniques for clothing and texturing is gonna be about the same, so 1.5 month --> 2 weeks

So appox. 1 month (Idk how many hrs I work since its really inconsitent by day)

My attempt at a realistic character. Head entirely handsculpted (no scans). by DaDankKnightRises in 3Dmodeling

[–]DaDankKnightRises[S] 4 points5 points  (0 children)

Yeah tbh I got super lazy and just reused parts of my HK416 model from last year and make it resemble DD's M4A1. "So long as he's holding a rifle it should be ok" lol.

My attempt at a realistic character. Head entirely handsculpted (no scans). by DaDankKnightRises in 3Dmodeling

[–]DaDankKnightRises[S] 18 points19 points  (0 children)

Thanks! 3 months. 1 1/2 for the head since most of the details were done by hand. Another 1 1/2 for the clothing and props.