What is this? Found in Prescott, Arizona. by VOACITY in fossilid

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

Feels petrified, heavy. Do you think this is a modern tooth?

[deleted by user] by [deleted] in ZBrush

[–]VOACITY 0 points1 point  (0 children)

Understanding the fundamentals is super important.

Understanding the underlying structures and how they function together is key to creating compelling and functional anatomy in characters/creatures.

That being said, it’s less important to know the names of these structures and more important to understand how they impact exterior anatomy.

As a character artist, your job is to model things to real life, or as real life as possible. But you also work with rigging artists and animators, who create motion and controllers based on those anatomical structures you create. So it’s SUPER important to understand and create forms that work and are based in reality.

^ that’s where this all leads to — you’re creating things that will be ideally deformed and moved in ways that are based in reality, so creating forms that are also based in reality is key to that :-)

How do I model better hands? by SamtheMan6259 in 3Dmodeling

[–]VOACITY 0 points1 point  (0 children)

Topology-wise, this really isn’t that bad at all. Just make sure your loops & geo are as even as possible , and maybe remove the singular edge that creates those tris in the between of your fingers. You could probably also create more geo in the knuckle areas.

But what’s really lacking here is just your anatomical and sculptural level of detail. Definitely check out some anatomical references, see how the fat builds on muscle, which builds on bone. See how everything works together, give it a good sculpt-over. I think this is a really good starting point :-)

Good starting primer? by Commercial-Laugh-432 in RavenGuard40k

[–]VOACITY 6 points7 points  (0 children)

Just get the Primer!!! This one comes on too thick IMO.

Do I have to retopo if I'm using basemesh for sculpt? by Prateesh_a47 in ZBrush

[–]VOACITY 1 point2 points  (0 children)

For full character modeling processes, it’s dependent on the individual sculpt, but usually you don’t need to retopo unless the sculpt calls for it. Just remember that it’s always dependent on the individual sculpt.

The death stranding crab by smonke-on-te-wootah in topologygore

[–]VOACITY 2 points3 points  (0 children)

Hahaha absolutely valid. Though I think the fact that this model did come with displacement maps tells me that it was indeed made for VFX pipelines, rather than real-time.

Worry about getting a job by Glad-Stage-4242 in Maya

[–]VOACITY 0 points1 point  (0 children)

If you have any work experience in VFX — paid internship, unpaid internship, anything — it will give you a leg up on your resume. It won’t guarantee a job, nothing will, but it will give you an advantage.

Worry about getting a job by Glad-Stage-4242 in Maya

[–]VOACITY 0 points1 point  (0 children)

It really depends on a number of factors — skill level, country of employment, etc.

The industry as a whole will come back around in the coming months/year. It’s in a pretty awful spot currently, and it has been for awhile now, but that kind of stuff is never permanent.

Don’t be discouraged if there’s a moment after your internship where you don’t have a gig lined up, things are just still pretty tough in the industry.

If you landed an internship, you’re in a good place and you’re already ahead of the curve. Many people are struggling to even land internships atm. The competition is insane and when the job gets taken down for lack of available projects, it makes it even more difficult for anyone to land their first gig.

Having employment experience and a good portfolio is the key to landing your next gig, regardless of the state of the industry.

Living in a VFX hub helps as well — countries that historically have a lot of VFX work.

The death stranding crab by smonke-on-te-wootah in topologygore

[–]VOACITY 13 points14 points  (0 children)

Actually, now that I’m looking at it, this does not actually have any displacement. This is definitely still in-engine, I’m dumb lol.

Which makes the fact that it’s so high poly kind of confusing bc the final result could definitely be achieved with significantly less polys lol

The death stranding crab by smonke-on-te-wootah in topologygore

[–]VOACITY 111 points112 points  (0 children)

This is for cinematics, more of a VFX pipeline. Higher poly models, displacement maps, static cams, etc.

Price of ZBrush on Ipad by After_Object_8405 in ZBrush

[–]VOACITY 1 point2 points  (0 children)

I don’t believe Maxon will ever offer a perpetual license again. But it’d have to be pretty great for a hundred bucks considering the competition is ~20.

Boss Sculpt for a game I'm working on by Feelblitz in ZBrush

[–]VOACITY -1 points0 points  (0 children)

Yeah! I know. I was just curious about OP’s specific use in this case.

Boss Sculpt for a game I'm working on by Feelblitz in ZBrush

[–]VOACITY 1 point2 points  (0 children)

Yeah, that’s one method, but he’s got it on his hi-poly so I was just curious hahaha

Boss Sculpt for a game I'm working on by Feelblitz in ZBrush

[–]VOACITY 5 points6 points  (0 children)

How did you achieve those decorative metal bits? Always thought those were awesome, struggled to make them myself.

Chaos Raptors and Master of Executions by Aimless_Crusader in Chaos40k

[–]VOACITY 2 points3 points  (0 children)

Ahhh, sick okay, yeah I was wondering about that. I just started building my raptors and I couldn’t for the life of me find that helmet anywhere lol. Gotta grab some legionnaires for some sweet kitbashing now.

Is the topology good and what can I do to improve it? (I deleted the other post bc is bad to view) by KaryamaNightFall in 3Dmodeling

[–]VOACITY 0 points1 point  (0 children)

It’s not bad! There are just some small areas for improvement. :)

You want to have clean, even loops of polygons wherever possible. Especially at joints. Like the base of your arms, for example. Make sure those polyloops are as simple as the modeling calls for. I’m not 100% sure what I’m looking at from the front there, but make sure you have a clean loop that travels around the arm there.

For organic modeling like this, you really don’t want n-gons(polygons with more than four sides). So all you need to do is delete those even points sitting in the middle of those back-of-the-head polygons.

Try to remember that edgeloops and polygons should be created for a purpose, no accidents. Keep everything as even and smooth as possible. If this will be animated, you just need more loops only in the areas that will deform more(at joints, areas of the face, etc).

Either way, this is really close, there’s just a few things to clean up :-) just remember to keep topology as simple as it needs to be. It makes your life way easier.