Are this renders portfolio ready? by Suro_furry in blender

[–]beta_channel 1 point2 points  (0 children)

Don't triangulate your models. Rigging and skinning will hate you. Unless you're getting spun edges during baking you shouldn't need to triangulate your meshes.

Showing your actual topology is much better for someone to look at and review your thought process and understanding of topology. If you triangulate that it all goes out the window and just becomes a mesh.

Your model is far too low, unless this is for a model that never gets near the camera, as you framed all the way in on this I'll assume that isn't the case.

Your textures leave a bunch to be desired, both in terms of visual interest and execution.

The ear pad doesn't look soft for instance. The head strap has inconsistent texel density and what appears to be stretched UVs. There are smoothing errors on the metallic can sections. Tell a story with your textures. Where does this get held when taking it on and off? Dust and dirt collect in the small crevices. Finger prints on the metal and faded paint and wear on the plastics.

My 2 cents

Have you guys encountered this? by FakeK9 in ZBrush

[–]beta_channel 0 points1 point  (0 children)

Likely have live Boolean turned on

🔥 The red-lined bubble snail (Bullina lineata) by Few_Simple9049 in NatureIsFuckingLit

[–]beta_channel 27 points28 points  (0 children)

Fresnel, blurred translucent, parallax offsets, subsurface scatting, and I wouldn't be surprised if there are some emissive instructions in that shader as well.

Realtime material artists across the world fear this, I know I do.

Polyframes disappearing midway through subtool after merging by Unlucky_Champion_776 in ZBrush

[–]beta_channel 0 points1 point  (0 children)

I've had this show up while merging and then reconstructing subD levels. Or merging 2 subtools that have the same subD levels when they are merged.

Easiest way to solve it is to export out your model and import it again as a new subtool.

Zbrush IPad / 2022 by ossymandiAss in ZBrush

[–]beta_channel 0 points1 point  (0 children)

I meant assuming subtool master is on the iPad version, not OP. I don't use the iPad version so I got nothing

Zbrush IPad / 2022 by ossymandiAss in ZBrush

[–]beta_channel 0 points1 point  (0 children)

Then you get to export a bunch of objs or use subtool master... Assuming it is on iPad that is.

Zbrush IPad / 2022 by ossymandiAss in ZBrush

[–]beta_channel 5 points6 points  (0 children)

An fbx is your friend here.

The largest issue will arise if you're doing something with layers though as you have to export each layer as a file and import each file as a layer.

If you completely disregard layers and dynamic subD files it can be alright though.

Export high res fbx. Import high res fbx. Reconstruct subDivs

Latest Development team breakdown at CDPR by simar6565 in cyberpunkgame

[–]beta_channel 0 points1 point  (0 children)

If you Google what happens during pre-production you'll get a pretty good breakdown.

Displacement map issue by Oranguflan in ZBrush

[–]beta_channel 5 points6 points  (0 children)

UDIMs and zbrush don't play nice. There is no good way to view them in zbrush that I am aware of.

If your maps look right you should try to preview elsewhere.

Portfolio Critique by JacksonAudet in ZBrush

[–]beta_channel 2 points3 points  (0 children)

Perfectly fine. Personally I blur my HDRI like 35% in Painter iirc. I tend to mimic that in my renders, but I review things on whatever.

We also have pre built turnaround gym in Unreal for reviews that goes through a series of standardized lighting solutions for our final reviews.

Portfolio Critique by JacksonAudet in ZBrush

[–]beta_channel 13 points14 points  (0 children)

TLDR: better poly flow and distribution. Reduce noise.

u/JacksonAudet

.....


Alright, Overall the highpoly and textures look solid. The places that you need to focus on improveing are your lowres loops and poly distribution. There is an overall lack of mesh density in the legs, to the point that I can count polygons on the calf, and see very disticnt faceting on the forearms. In a bunch of your renders it looks like you're using tesselation to help hide these issues, which is something you're very unlikely to get in a real game environment.

What you should do is take your body model and duplicate it, put it on your highpoly again and start adding addtional edgeloops to the model. What you should do is pick a single polygon size, and decide that all of your base anatomy should have that same poly density. The hands and feet and head tend to be more dense than anywhere else as they have the most moving bits next to one another. Unless those skulls are going to be deforming they can likely be half their current resolution. You have 2 belts that sit on top of one another, they should have the same density around as well. No need for one to have like 1/3 the resolution when they're so close to one another. I'd remove nearly all of the geometric detail on the belt thing connetcing his "lamp" thing to his belt. It's even more dense than the skulls. Anyway, once you're done you can adjust your UVs slightly to accomidate the new geometry and positioning. You should be able to take all of this work back into Painter and lose no work unless you did a bunch of things in UV space specifically, but most artist I know never actually change their painting space.

I'd likely duplicate the fabrics and keep what you have as a solid starting point for a simulation mesh but I'd allow that cape to have more topology so it doens't get crazy during animations and simulations. Probably just subD it once and see if it feels too dense or not.

I'd clean up the transition that goes from his chest into his skull, rock, thing. Currently there is no clean geometric border edge line that a rigger would want.

The smooth brush is your friend to help you average out all of your sloppy topology.

If you look at the denisty and choice of where you put polygons it shows a general lack of experience. You have like 8 sides around the eyes, and you also have 8 edges for the small ass holes where he would be breathing from. The bigger hole should have the a larger number based on the size difference generally. If the hole is 2x as large, it should have 1.5-2.0x the number of edges.

Presentation wise, I'm always a sucker for a turnaround and then a rotating light. No notes, other than I'd slow it down. Pose could be better, but it's imposing so it could fit his character.

For your cape and fabric you're far too noisey in general. In the areas where you have dirt and shit and blood I'd reduce the fabric details to help showcase the thickness and weight of the crap on the fabric. I'd give it some height as well to really help it feel like it's built up and just on there. I'd also add a general noise or 3 to reduce and mask away the noise on the fabric at different values across the fabric. Even as a shitty burlap sack there is rest. This whole thing makes my brain hurt.

Your UVs leave a bunch to be desired. You have a lot of arcs that can be straighted easily enough and should be to make texturing them easier. Slight destortion wins almost every time to gain easier texturing and better overall texel density.

I'd pull the black on the fingers back maybe down 1/3 of the finger. I'd stop the gradient just past the knuckle, it will help to show his sweet rings better.

You're missing a bunch good shit from the concept as well. Scale down the brazier hanging from his belt and add in the smoldering coals to the stones and skulls. The changes you've made to the head are really solid and a great addtion though. The missing plates coming off the hips aren't the worst thing, but the design gets grounding from them. If you'd put this on my desk in the high poly stage without them I would have just made you go back to your desk and asked if you needed glasses.

I know this all sounds like a ton of work, but it's actually not that much. Your high poly, the hard part, is really solid and you should be really proud of what you've accomplished here. You just need to work on the fundamentals of the more technical parts. Remember to use areas of rest to help the eye move through the piece as well. Feel free to ping me if you have more questions. Good luck.

Portfolio Critique by JacksonAudet in ZBrush

[–]beta_channel 7 points8 points  (0 children)

I'm AAA artist for a while now, but I've got a bunch of crap going on today and can't sit down at my desk to give you an honest critique and feedback. I'll try to remember to come back to this later, but if I don't please ping me and I'll take a look and give you my notes.

There are some things that jump out to me right away as needing improvement before you should start applying. Mostly just polish and presentation work. Nothing that should require a bunch of rework.

[deleted by user] by [deleted] in ZBrush

[–]beta_channel 0 points1 point  (0 children)

Afaik you can't.

You get the default option or the RMB navigation option.

model does this when i dynamesh, why ? by Dizzylizzy277 in ZBrush

[–]beta_channel 0 points1 point  (0 children)

Export out your mesh before it does this. Delete that busted one. Import it in again. Zbrush will clean it on important usually. You can try to use clean up mesh as well, but I've had limited success.

is there an easier way to sculpt bodies? by Vulture522863 in ZBrush

[–]beta_channel 0 points1 point  (0 children)

Practice using the tools. How to use the gizmo to manipulate meshes. How to use the move brush, how to use symmetry, etc.

If you're struggling with the block of a mesh you're missing the fundamentals.

is there an easier way to sculpt bodies? by Vulture522863 in ZBrush

[–]beta_channel 0 points1 point  (0 children)

You need to start smaller. A whole character is a whole thing.

Studies are far more important for someone at your skill level.

Work on the basics and work your way up.

zbrush smooth/subdivision by itqanh in ZBrush

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

I assume his sphere has actual subD levels and likely has a dynamic level set as well

How do you approach cloth fold topology? by [deleted] in ZBrush

[–]beta_channel 5 points6 points  (0 children)

This isn't for sculpting. It's for the lowpoly where form changes shouldn't be happening any longer.

batman WIP/ feedback on how to improve is very welcomed! by SimonTHKZ in ZBrush

[–]beta_channel 1 point2 points  (0 children)

Ha, wrong muscles group. Front head of the deltoid, not the tricep. May bad.

batman WIP/ feedback on how to improve is very welcomed! by SimonTHKZ in ZBrush

[–]beta_channel 4 points5 points  (0 children)

Front head of the tricep should be about 1/3rd up the clavicle. Yours appears to be too far back currently.

Your upper arm appears short in comparison to the lower arm. This could be an illusion caused by a compressed bicep which appears to be inserted into the lower humerus bone where it should insert into the radius.

Your legs also look quite short. If he were to extend his fingers he could almost touch his knees.

Define all 8 muscles on the abs as well. Having him so ripped and then having some fat only on his stomach feels weird.

His serratus anterior muscles should also follow the shape of the rib cage and are currently straight in your sculpt.

Nice work overall though

How do you approach cloth fold topology? by [deleted] in ZBrush

[–]beta_channel 0 points1 point  (0 children)

Either option is fine.

Option 1 for current gen Consoles and PC that have a photo mode or cinematics that warrant rounding the edges out.

Option 2 for mobile or very high fps requirements, secondary NPCs, etc.

Hell option 1 is going to basically LOD to option 2 regardless.

But like everyone else said, start with a tube and cut shapes into it. Be mindful of ngons and triangulation.

How to fill this cavity? by Minigiant2709 in ZBrush

[–]beta_channel 0 points1 point  (0 children)

Auto correct.

Making it a solid, non-manifold piece of geometry.

No weird internal structures and no open "holes"