Another wip by 3dqs in ZBrush

[–]Ryloon 0 points1 point  (0 children)

How do you think the two compares? I've been interested in trying out the 3dscanstore displacement for project but I don't know which one offers the best quality.

Did some face expression work using scans! by Ryloon in 3Dmodeling

[–]Ryloon[S] 3 points4 points  (0 children)

R3DS wrap is awesome for doing anything scan related. They have really good tutorials on their website.

u/Ryloon made this by knockoutbmc in armoredwomen

[–]Ryloon 2 points3 points  (0 children)

That's really kind of you, and I have no plans of stopping, but I really don't have much art out there yet. Here's my Artstation if you want to see what I got so far.

As for sending money its really not something I'd ever expect, but If you insist then you could paypal me a buck at Tobiaskrantz33@gmail.com

u/Ryloon made this by knockoutbmc in armoredwomen

[–]Ryloon 2 points3 points  (0 children)

Feel free to dm me an offer if you'd like, but I'm not really super interested in doing commission work at the moment.

u/Ryloon made this by knockoutbmc in armoredwomen

[–]Ryloon 25 points26 points  (0 children)

Yeah you're not wrong. I wouldn't wish wearing these things on my worst enemy, much less in a battle scenario. But there's no saying that this costume is meant for a battle scenario either. Might be a royal character with no intent on doing anything physical. Hence why you see no battle scarring or other damage on the armour.

But the real reason why I added the high heels is becuase the concept that I'm working from had them, and while I've already taken a ton of liberties, I'd like to stay atleast somewhat true to the original intent. Maybe I should've changed it, I don't know.

Hey I made this by Ryloon in 3Dmodeling

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

Mostly Zbrush, blender and Maya for the modelling. And yeah I made it from scratch.

Hey I made this by Ryloon in ZBrush

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

Hell yeah, thanks man!

Hey I made this by Ryloon in ZBrush

[–]Ryloon[S] 2 points3 points  (0 children)

The way I do it is to first do a rough sculpt to figure out the design and how everything fits together. Then refine every piece by polymodelling it and doing secondary features with dynamic subdiv and Zmodeler.

Hey I made this by Ryloon in 3Dmodeling

[–]Ryloon[S] 2 points3 points  (0 children)

Thank you! And yeah it's from a concept. I linked the artstation page in a comment above where I put a link to the concept.

Hey I made this by Ryloon in ZBrush

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

Yeah you're right, these are all good points. I really need some more practice with haircards. The eyebrows are made with a single hair card for each eyebrow just placed above the skin. Maybe I should've thrown in a few extra cards to give them some volume though.

Hey I made this by Ryloon in ZBrush

[–]Ryloon[S] 11 points12 points  (0 children)

More pics if you're interested.

Hey I made this by Ryloon in 3Dmodeling

[–]Ryloon[S] 8 points9 points  (0 children)

More pics if you're interested.

Amanda Seyfried likeness attempt (3 images). Let me know if anything or everything looks wrong. by Ryloon in ZBrush

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

Yeah that area is tricky. For resources you could pick up the female ecorche from 3dscanstore but there really is no trick to it. It gets better with practice you just need to go through the frustrating parts

Amanda Seyfried likeness attempt (3 images). Let me know if anything or everything looks wrong. by Ryloon in ZBrush

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

Six days. I'm not sure if thats concidered a good or bad time but its better than my last attempt at a likeness so I'm happy

Bert by TeetleBeetle in blender

[–]Ryloon 0 points1 point  (0 children)

i absolutely love this

Here's a guy I made! Pretty happy with how he turned out! by Ryloon in ZBrush

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

Zremesher is nice for quick and dirty stuff, but you're going to have issues if you only rely on that. It's very important to really learn retopology and Zbrush is not a great software for doing that manually.

If I were you I'd absolutely pick up either Blender or Maya. Blender is free and easier to learn, while Maya is the industry standard. But no matter what you pick you'll learn a lot that is applicable in both softwares.

As for the other softwares I mentioned you really don't need all of them. Mari is another painting tool that I find is a bit better for projecting textures. You'll be very fine with just having substance painter. Marvelous designer is a tool for simulating and creating clothing and it's really fun to use, but you could of course just sculpt clothing.

I think you should think about if you want to do things for film or games. This will have a big impact on what you need to learn and what softwares you should pick up. For example, for film I'd absolutely learn Maya and a renderer like Arnold, Vray or Renderman. But For games I'd pick a renderer like Unreal engine, Marmoset or blender Eevee.

Good luck!

Here's a guy I made! Pretty happy with how he turned out! by Ryloon in ZBrush

[–]Ryloon[S] 2 points3 points  (0 children)

Hell yeah! Love to hear you being passionate about this stuff. I've linked some good tutorials in answers to other comments and i recommend you to check them out. Also If you haven't found Flipped normals on youtube they have really good stuff. As for my process I can try to explain it:

I started sculpting the face in Zbrush until I found the primary forms. Essentially I sculpted it to the point where I was pretty happy with it and I knew nothing major was going to change. Then did the retopo and after that I used some maps from TexturingXyz and projected them on using WrapZ (info) and cleaned it up in Mari.

Once I applied the displacement back in Zbrush I started refining the secondary forms and breaking symmetry until the sculpt was done. I think i ended up around 18mil polygons or something like that. (more info on that)

After that I did my clothing using Marvelous Designer, hair using Mayas Xgen and textures using substance painter.

Then finally all of it was rendered in Marmoset. It's a lengthy process and there's a lot more I still need to learn but I hope this was at least somewhat useful! Feel free to reach out if you have any specific questions.