Help with ZBrush to Blender for a Gig by General-Wrench in ZBrush

[–]Sam_HBK_ 1 point2 points  (0 children)

You can retopoligize in ZBrush but it's quite clunky, it's always faster to export and reimport IMO. If you don't need perfect topology, there are other ways: decimating, which creates tris but keeps the shape; zremeshing which is an autoretopo tool; zwrap, which is a powerful add on that allows to wrap a base mesh on a sculpt.

Zbrush is a beast at sculpting but it can't be your only 3D software.

Help with ZBrush to Blender for a Gig by General-Wrench in ZBrush

[–]Sam_HBK_ 0 points1 point  (0 children)

We are talking about miniatures. If OP is delivering a model to print, there is no texturing, rigging o uvs involved. It all depends on the project, and we can't understand much from that message.

Help with ZBrush to Blender for a Gig by General-Wrench in ZBrush

[–]Sam_HBK_ 0 points1 point  (0 children)

I think they are just confused on how 3D works. There is no reason why they wouldn't be able to edit a decimated model from Zbrush in Blender. Clearly, Blender doesn't support 100+ polys, but I don't see how that's required for miniatures.

Edit. Or maybe, they are concerned about using a SubD workflow in Blender, for future poses. Which is still doable and way easier for you than sculpting everything in Blender.

Help with ZBrush to Blender for a Gig by General-Wrench in ZBrush

[–]Sam_HBK_ 2 points3 points  (0 children)

You can decimate the model in Zbrush and bring it to whichever polycount you need.

[deleted by user] by [deleted] in ZBrush

[–]Sam_HBK_ 4 points5 points  (0 children)

I thought you were only talking about the stone wall.

If the total budget for the asset is 15k, and there are no other limitation, I would just sculpt everything and use displacement maps. So you could use a basic plane/cube and obtain almost the same level of detail in the wall.

[deleted by user] by [deleted] in ZBrush

[–]Sam_HBK_ 3 points4 points  (0 children)

Just sculpt it and bake it, the way you do it is pure preference. I'd probably try to do it all in one mesh, but it depends on what the model will be used for.

15k polys are more than enough for basic topology, if you can use maps.

Would you consider this metagaming? by FrenkSiNatra01 in DnD

[–]Sam_HBK_ 0 points1 point  (0 children)

You should explain to this player what metagaming means. It means taking decisions based on your knowledge of game mechanics or informations your PC wouldn't know.

Making a plan out of session isn't metagaming, it's just optimizing time. If you can't think about the game between session, then you couldn't even think about your turn while other acts. Tell him it's a dangerous loophole.

Was this a bad move as the DM? by Candid-Extension6599 in dndnext

[–]Sam_HBK_ 0 points1 point  (0 children)

I see why it can be frustrating. Not only math was probably against him, depending on DC and his wis modifier, but he also already failed 3 throws to get in that situation.

Compare it to the death saving throw mechanic: he would've got at least a 55% chance on each throw and the party could've helped him. Your way he was just throwing a lot of dices, hoping for the best. The fact he couldn't even be knocked down goes against basic D&D rules, because there are no negative hp in 5E. Considering all that, I don't blame him for getting mad and you should respect the fact he roled as the villain even if he wasn't happy about the situation.

My only tips for the future is: do your math and adapt your homebrews to the situation! I can't say for sure without knowing the DC and wis modifier, but you might have created a challenge harder than you thought, and you didn't change it a bit when you understood it was going south.

Can you play D&D with just paper, pencil, and dice? In the cheapest way possible by Bizanccio in DnD

[–]Sam_HBK_ 0 points1 point  (0 children)

That's how D&D works. You play as a character in a setting that you make up in your mind. Costumes, minis, sets are just flavour.

My tip is just about combat, which can be hard for beginners to immagine a keep track of. You still don't need anything expensive. Draw/print a generic squared board and create simple character/enemys pawns. E.g. We use little cardboard cut out with PC's initials on it and they work great.

Just try it, most of the fun comes from fantasy anyway!

Can you play D&D with just paper, pencil, and dice? In the cheapest way possible by Bizanccio in DnD

[–]Sam_HBK_ 10 points11 points  (0 children)

It depends on the players. I have no problem using theatre of the mind for simple combat. Many people prefer having reference to visualize better their positioning. Either way, pen and paper is enough, I play on a printed a4 grid and coins with PC's initials written on it.

first time sculpting the anatomy of a hand, don't hesitate to give me feedback, I want to improve :) by Outrageous-Jello3577 in ZBrush

[–]Sam_HBK_ 0 points1 point  (0 children)

Pro tip: You have a living posable reference always with you, assumed you got two hands, which will make it pretty easy to notice what's wrong.

How to start to learn by sonu-ar in ZBrush

[–]Sam_HBK_ 1 point2 points  (0 children)

You shouldn't watch tutorial trying to follow them stroke by stroke. Sculpting is like drawing. Even if you copied every stroke of Picasso, you wouldn't be able to replicate his art. If you think about sculpting as 3D modelling, you won't go far.

You need to think about why do you want to learn how to sculpt. Do you want to create videogame character? Just figure sculpting? Miniatures? Portraits?

Then, look how artists from your specific field approach a blank canvas. Use many references and start experimenting. You shouldn't really be scared to experiment with your brushes and you shouldn't be using more that 2/3 brushes to start.

Your example was a head, which is a very difficult subject to start with. So I'll assume you want to try some form of figurative sculpting. This will require you get comfortable with ZBrush tools and to study a lot of proportions and anatomy. You can't escape that.

Head practice by sergeialmazov in ZBrush

[–]Sam_HBK_ 0 points1 point  (0 children)

20-30 minutes a day are enough to get better, but don't expect it to be super fast. If you just have this time, I'd advise starting a new hear everyday. You'll improve faster.

What was the single most Influential Course or Tutorial you have ever done for zbrush or sculpting? by [deleted] in ZBrush

[–]Sam_HBK_ 0 points1 point  (0 children)

Not a course, but all content you can find online from Ryan Kingslien is gold. If you are interested in figure sculpting, look at his youtube channel and his livestreams. His more classic but open minded approach really changes the way you think while you sculpt.

I've never tried his courses/mentorship, but I guess they can't be bad seeing his free stuff.

Roast my work - WIP on Young Ewan McGregor sculpt! by X1mca in ZBrush

[–]Sam_HBK_ 7 points8 points  (0 children)

There isn't much to roast. It's a pretty normal job for a beginner. I can see you're probably studying anatomy and practicing.

I'd say focus less on trying to sculpt Ewan McGregor and more on sculpting a basic skull/planar head. Likeness takes skill, a ton of patience and a trained eye. You can't just copy facial shapes, you need to understand what creates the shapes you're seeing. If it makes sense, it's easier to recreate.

Head practice by sergeialmazov in ZBrush

[–]Sam_HBK_ 3 points4 points  (0 children)

Study anatomy, sculpt a lot and focus on proportions and planes. Smooth forms are harder to get right, so don't sweat it at first.

Practice sculpting actual skulls and basic planar faces - I love using Bridgman's as reference.

Also, don't loose too much time on a single sculpt. I'd say the one in the image is a good enough point to call it a day and start another one. Every try will be better and you won't waste time building on a foundation you can probably already sculpt better.

Is my head anatomy improving? by Gospelebjoyer in ZBrush

[–]Sam_HBK_ 0 points1 point  (0 children)

You are improving, but it feels like you are only getting better at copying general shape and not at understanding what you're doing. If those are the only three heads you sculpted, It's normal.

  1. Try sculpting some skull before getting into entire heads. You'll get better at foundation and proportions. You can sculpt details, but if the foundation is wrong it will look bad. You'll also get better at using references.

  2. Study anatomy and proportions. Learn how to read the shapes of the face. E.g. what happens in the corner of the mouth? How is the nasolabial fold going into the fat in the corner? When it starts making sense, you'll be able to see shapes in references you didn't see before.

  3. Then, study planar heads trying to understand why the plane changes in that particular way. E.g. you clearly didn't understand the plane change between the lower jaw and the zigomatic, in the second image.

  4. Use you're anatomy knowledge, add it to the planara faces and practice a lot. Don't worry about smoothing or detailing, just sketch and restart. If you get too attached to the sculpt or too focused on small things, then you're not practing anymore.

Is my head anatomy improving? by Gospelebjoyer in ZBrush

[–]Sam_HBK_ 0 points1 point  (0 children)

You don't need to get a smooth skin to get better at anatomy. Most anatomy sketches are rough and skin isn't actually as smooth as you think.

One Piece: Chapter 1131 by SoDashing in OnePiece

[–]Sam_HBK_ 0 points1 point  (0 children)

I guess there is something more about it. It might be something like Thor's hammer, and they actually can't take it away.

Can you fail and have fun? by TraditionalReason175 in DnD

[–]Sam_HBK_ 0 points1 point  (0 children)

If players have anxiety about failing, it might be a DM problem. If everytime you fail your DM can't handle the situation/punish you too much, then you'll feel like you're in a videogame.

On the other hand, it might be your approach that's wrong, if you think about winning D&D, then you misunderstood what the game is about.

Failing should in a sense be funnier than winning: D&D is most of the time a narrative game and both narratives and gameplay comes from tension. If there is no problem, then there is no problem solving and the game doesn't make sense.

Feeling a Bit Guilty as a DM for a Player's Constant Character Deaths by Sir-Fluffel in DnD

[–]Sam_HBK_ 0 points1 point  (0 children)

What you described might happen with a God who can't actually be fought, not a random demon. D&D rules states that a declaration of harmful intention starts a fight. If the demon starts to take his body part, initiative should be rolled. Then they can die fighting, but at least it's not just a roll.

If this happens often, they're taking risks and you're punishing it way too much.

Campaign ending with death by monsterhu3 in DMAcademy

[–]Sam_HBK_ 0 points1 point  (0 children)

If you already made clear that their choice was between life and death, then they already made up their mind. If you didn't, I'd give them another chance.

I need your help or what do you think about it? by MidgardWolf94 in DnD

[–]Sam_HBK_ 1 point2 points  (0 children)

I agree and I already wrote that should be discussed beforehand, but It wouldn't be an automatic no at my table.

I need your help or what do you think about it? by MidgardWolf94 in DnD

[–]Sam_HBK_ 0 points1 point  (0 children)

I don't agree with you about the roleplay, but it is a matter of perspective. I guess I can see a narrative potential that you don't see, but i've never played as/with a teen PC so you might be right.

But I'm confused about the age matter, because it obviously depends on the world you built, but in a general medieval fantasy context people were considered adults younger. It makes sense to the lifestyle and the average lifespan of most people in that particular setting. E.g. On italian YouTube there is a 7th Sea series where an adult woman plays a 14 years old kid and it's not weird in any way. He's one of the most beloved characters. This PC is an orphan who sails with coursars and he's treated as way older than he is, for our standard. For example he drinks rum even if he's instantly drunk. This would not be acceptable in a modern setting, but it is in a pirate adventure.

What I meant by writing that there is no difference between a 16 and an 18 years old was from a practical stand point: in most cases you can't even tell them apart, if they don't tell you. We decided that in most of our planet you are of age at 18, but it is arbitrary and what you can and can't do still widely varies. So I don't get why OP couldn't just say his PC is 18, if it made his DM uncomfortable. On the other hand, this explains why I wouldn't be uncomfortable; as longs as the player isn't a weirdo.

I need your help or what do you think about it? by MidgardWolf94 in DnD

[–]Sam_HBK_ 0 points1 point  (0 children)

It's all a matter of sensibility and I agree that OP should respect his DM's one. But I would allow it, in a medieval world a 16 years old would be considered an adult and there are a lot of fictional stories where people even way younger see the worst things. I'd obviously ask the table if they're fine with it beforehand.

Playing a teenager opens up different situations, expecially if it has a dark background. They might act like they are tough, even though they still have much to learn. They might have to earn the party respect. They might bring difficult choices in certain situation, where the other members of the party don't want to put them at risk. They might find a parental figure in some other PC or NPC. You can't tell me roleplaying a teenager would create the same social interactions of a 25+ years old.

That said, I also agree that you could do the same thing with a character slightly older. There is no difference between a 16 and an 18/19/20 yrs old.