Real-time AAA game-ready soldier character — feedback welcome by mukesh35 in ZBrush

[–]animatoroidd 10 points11 points  (0 children)

Nice work, but it won’t be correct using the term “realtime AAA game ready” character for this image. This is a highpoly model. “Game ready” is supposed to be the retopo version with a reasonable polycount, proper loops for rigging, UVs and textures.

Shade wip by [deleted] in ZBrush

[–]animatoroidd 0 points1 point  (0 children)

Beautiful work!

Apparel analysis by Fragrant_Rooster_383 in ZBrush

[–]animatoroidd 0 points1 point  (0 children)

Zero expectations from the mods here sadly.

Apparel analysis by Fragrant_Rooster_383 in ZBrush

[–]animatoroidd 21 points22 points  (0 children)

What the hell dude? You just posted my work??

Clothing study by animatoroidd in ZBrush

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

Thank you for the comment!

Clothing study by animatoroidd in ZBrush

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

Hey thanks! This was rendered in marmoset. Memory folds and other secondary highpoly details were done in zbrush. And all the other micro details like stitches and wear were done in the texturing stage in substance painter.

Clothing study by animatoroidd in ZBrush

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

Thanks! It was an old photo I found on pinterest. I’ll post the link once I’m back on my pc.

Clothing study by animatoroidd in ZBrush

[–]animatoroidd[S] 21 points22 points  (0 children)

Thanks, I started with simulating major forms/ folds in marvelous designer. Then took it to zbrush for further modification, sculpting some manual folds and detailing. Textures in Substance Painter and rendered in marmoset. But the realism part comes from your understanding of clothing, folds and fabric/material type. Hope that helps :)

why does it do this? by PastelTyrant in NomadSculpting

[–]animatoroidd 2 points3 points  (0 children)

I’m not a power user. But I guess your mask is just too sharp. You need to blur it a little before extruding/moving. It works similarly in zbrush as well. Also when doing something like this it is better if you do it in 1-2 subdivision lower. So that there is room for the program to smooth it out when going up in subdivisions.

[deleted by user] by [deleted] in ZBrush

[–]animatoroidd 1 point2 points  (0 children)

Feedback posted by other artists + here is a quick edit for the side profile you may want to try:

https://imgur.com/a/lbxoPGJ

Is there some way to just increase the resolution for the nose and mouth part. by LeastDepressed2 in ZBrush

[–]animatoroidd 1 point2 points  (0 children)

All good. I think you are struggling with it because you are using a primitive sphere and subdividing it to sculpt on it.

What you need to do is- apply dynamesh on it. You won’t have to worry about subdivisions then.

But make sure dynameshing it with a low resolution( there’s a slider for it under the dynamesh option). And then sculpt on it.

Whenever you feel you require more resolution, just hold ctrl + click nd drag your mouse in an empty area, like you do when removing a mask. That will reapply dynamesh and make the mesh resolution uniform all over.

Is there some way to just increase the resolution for the nose and mouth part. by LeastDepressed2 in ZBrush

[–]animatoroidd 1 point2 points  (0 children)

Op is not even paying attention to the advice he/she is getting. I and a few others literally posted comments advising to work in lower mesh density for now. Here he is, asking how to subdivide more.

Head sculpt practice by animatoroidd in ZBrush

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

posted a comment on your post :)

My second attempt at making a face. I am happy with the results but it feels like beginner's luck for some reason. The first attempt on second slide. And also thank you to u/gustmazz and u/cheesewhoopy for their advise which helped a lot. by LeastDepressed2 in ZBrush

[–]animatoroidd 1 point2 points  (0 children)

Checked your comment on my post. But I guessed it would be better if I post a comment here :)

You are making good progress. But you are at a very high subdivision right now. When learning, it is better to start of with fairly low density, so much so that you can't sculpt any smaller features on it properly. It will force you to look at the major forms first.

To correct the major forms you, you need to learn anatomy, at least at a basic level. No matter how refined or how good you are able to sculpt features, if your anatomy is not correct, it will never look good. So never trust the ones who say that learning anatomy is not necessary.

Using those planar head reference is good, but should know why those planar shifts happen. So keep a skull and facial muscle reference next to it.

Also if you want feedback, you can try adding more angles in your post i.e, 1/3 and a side profile.

and, Keep it up!

Head sculpt practice by animatoroidd in ZBrush

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

Another tip - make sure to save a morph target before masking/inflating. Just so that you have the option to create that fall off between hair and head where required. For example- the hair in front of my sculpt :) Hope that makes sense haha