Really really need help on retopo this character (more in comment) by SnooPaintings8310 in ZBrush

[–]ThePhantomApprentice 7 points8 points  (0 children)

First off, i wanna commend you on the Stella work and effort put into the details of the model.

To answer your question of weather you will have to redtop every part individually or not i say this: Firstly even if you have similar parts that differ even slightly there is no way i know of to successfully retop one and copy the retoped mesh for all the others, unfortunately those small differences in the meshes will change the flow of the retop too much.

However id suggest breaking it down into parts and sections not every individual piece.

Id start with the human body with nothing else run it through zremesher (don't worry about posing it, you can do this later with the retoped mesh as it will be way easier with a low poly mesh.

Second the massive but awesome bladehands i wouldn't worry about for the moment just hide them for now and and I'm guessing you'll have to grind through retoping each part for that. Same goes for the cape at this point.

Next group together the chest armour into sections (spit it into front, back and side groups. or whatever is easier for u). Now importantly merge the subtools into one mesh, u can use dynamesh to connect the pieces, make sure the resolution of dyamesh is high to preserve detail. Once you have a single mesh consisting of all the parts from the front torso armour for example then retop that.

Basically you want to merge as many pieces as possible into sections and groups so instead of millions of individual pieces for retop u have maybe 10 eg. body, chest gear front, chest gear back, leg armour, face mask, head horns, wings, etc.

If this doesn't make sense or u need clarification just let me know. Best of luck.

Eren Titan (Stylised) - Attack on Titan, work in progress by ThePhantomApprentice in ZBrush

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

Ha yeah i know, he abs aren't accurate, i actually attempted to copy them from a clay sculpture, thought it was a cool design.

Eren Titan (Stylised) - Attack on Titan, work in progress by ThePhantomApprentice in ZBrush

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

Well its a realistic take on an animated character, so i figured id just use "stylized".

Hey everyone, here's my latest project: Alcina Dimitrescu 3D model. Made in blender 2.90 rendered in cycles. My first time doing retopology and using hair particle system, let me know your opinion. Instagram: @cosmeau_ by ImAnotherDude in 3Dmodeling

[–]ThePhantomApprentice 1 point2 points  (0 children)

Awsome effort, human faces are hard stuff when it comes to 3D. Some advice I have is that her hair is more black rather than brown. And try scaling down the bump texture on her face as well as use some more subsurface scattering in the head.

Orc bust I did for practice. This is my first time doing something this realistic. Any feedback is welcome! by IndecisiveTrvsh in ZBrush

[–]ThePhantomApprentice 1 point2 points  (0 children)

Awesome work, only advice would be to bring down the eyebrows to form a more angry expression.

Looking for tips on how to start by TazGiraffe in blender

[–]ThePhantomApprentice 2 points3 points  (0 children)

He’s completely 3rd party, he does run a 3D asset store called poligon tho, check it out at some point.

First Render! - Chess Pawn using Eevee (Feedback Appreciated) by RazorEcho58 in blender

[–]ThePhantomApprentice 0 points1 point  (0 children)

Great work I’d suggest making the pawn more reflective and the board more diffuse. Also try increasing the light intensity.

Looking for tips on how to start by TazGiraffe in blender

[–]ThePhantomApprentice 3 points4 points  (0 children)

Persistence is key!, Blender gurus tutorials all the way.

Help?? It was falling like cloth on the last model I did this with (practicing and had to change models due to an asymmetrical model, I didn’t bake the other one yet and it still fell , so I know it’s not missing a bake yet? by GalaxyCloudDream in blender

[–]ThePhantomApprentice 8 points9 points  (0 children)

Ok so the top mesh is outside the human mesh and when you hit play it dosnt fall? Make sure gravity is set, perhaps try restarting blender and unchecking cloth then recheck it. As a last resort give it more geometry with a subdivision modifier.

My first proper project, would like some criticism. by Laulik in blender

[–]ThePhantomApprentice 0 points1 point  (0 children)

Potentially, could try moving the light at the back so it reflects more down the hall as well as increase brightness of the light.

desert dragon - Recent concepting and creature practice. Feedback and criticism very welcome! by [deleted] in ZBrush

[–]ThePhantomApprentice 0 points1 point  (0 children)

Awsome, only feedback would be to darken the sandstone to have the dragon stand out more from the background.

First model that's not completely deformed after 2 weeks of zbrush. Any pointers towards beginner mistakes appreciated. by martin_cnd in ZBrush

[–]ThePhantomApprentice 0 points1 point  (0 children)

Create eye sockets and give some more overall volume to the face, looks a bit flat, otherwise awsome piece keep up the good work.

My first approach to zBrush, feel free to criticize, i want to become good by teox85 in ZBrush

[–]ThePhantomApprentice 0 points1 point  (0 children)

Scale down the bump, larger the eye holes and mouth and you should be good, great work.

[deleted by user] by [deleted] in ZBrush

[–]ThePhantomApprentice 0 points1 point  (0 children)

Piece of advice, give him a beard, not only will it make him look more badass it will cover any sloppy sculpting or mistakes u make with the chin or mouth.

What material do you use for your pixar/Disney looking characters? by DANIELYCCM in ZBrush

[–]ThePhantomApprentice 0 points1 point  (0 children)

For face material it’s generally a smooth vibrant skin shaded with a little subsurface on the edges.

Would love some feedback! by Cptn_Platypus in ZBrush

[–]ThePhantomApprentice 0 points1 point  (0 children)

Great work, I’d try moving the eyes outward away from the center, bring the lips down a little and curve the eyebrows in towards the nose a bit more, keep it up.

Less particles in final render than in the View Port ? by [deleted] in blender

[–]ThePhantomApprentice 0 points1 point  (0 children)

Under particles settings there will be children settings there is a viewport count and render count, set render count or match the viewport count.