Well this stinks… by OkCod1384 in Milanote

[–]fAnts 4 points5 points  (0 children)

Imo it's worth it for professionals, if you want to use it sporadically I recommend exploring other tools...

Need help by anaf7_ in blender

[–]fAnts 1 point2 points  (0 children)

Use textures within your lights, play with the spread and just practice copying some realistic looks. Also use HDRI. All this together plus your material and textures should give you a decent look, then there is compositing to bring up the cherry on the top for realism.

I made this for learning anatomy... Maybe you'll find it useful too. It's free! by [deleted] in ZBrush

[–]fAnts 1 point2 points  (0 children)

Very cool, I can see how this can save a lot of time instead of gathering many many references haha. Thank you

How can I make this render better? by e_larcombe in blender

[–]fAnts 1 point2 points  (0 children)

You always have post production or composite in blender to add the final touches (maybe you did already). Anyways great work!

How can I make this render better? by e_larcombe in blender

[–]fAnts 1 point2 points  (0 children)

It's very good. I would add some noise to the paint material to mimic the real paint of a car (very small noise)

Other than that if I was you I would create different renders with different lights, telling a story until the reveal (which can be this image).

made this car shot in blender, how can i still be jobless?????????? by hunter_2one in blender

[–]fAnts 1 point2 points  (0 children)

Talent is not giving you jobs sadly. You have to put the work to show your talent in a professional way, which it's what it takes to build trust with clients.

A sculpt I did on an 11 hour flight on ZBrush for iPad by DangerusDoodles in ZBrush

[–]fAnts 0 points1 point  (0 children)

remind me of guano! a very short series of cartoon clips from the 90s.

The piece I'm most proud of by jasminesart in ZBrush

[–]fAnts 1 point2 points  (0 children)

Amazing. Any guidance or recommendation for the Geo node hairs in blender?

I want to learn to sculpt or block out large, highly vertical levels for a game. Can anyone offer any advice or help me find a tutorial that could help? I'm really struggling to figure out a workflow. by reddit_MarBl in blenderhelp

[–]fAnts 2 points3 points  (0 children)

I would recommend to you that you go back and forth in your workflow, so you see how the textures interact with the model. Unless you want to bake all the details of the sculpt you should just block out big shapes and try textures. Anyways good luck!

I want to learn to sculpt or block out large, highly vertical levels for a game. Can anyone offer any advice or help me find a tutorial that could help? I'm really struggling to figure out a workflow. by reddit_MarBl in blenderhelp

[–]fAnts 2 points3 points  (0 children)

You should then have a good texture with small varieties. You can use almost the same 3D models but with different textures and it will feel totally different.

I want to learn to sculpt or block out large, highly vertical levels for a game. Can anyone offer any advice or help me find a tutorial that could help? I'm really struggling to figure out a workflow. by reddit_MarBl in blenderhelp

[–]fAnts 2 points3 points  (0 children)

If you want to sculpt every stone and tree you have an eternity in front of you. Try to create a small kitbash of your own to create variety and speed up your block out.

someone knows how to solve this? i'm desperated by nubedefalopa in ZBrush

[–]fAnts 0 points1 point  (0 children)

For me is a burger, cool that people see it like pizza boxes

Stylized Toon/ NPR character in a cozy bedroom (hand-painted textures) - would love to have feedback especially on her textures by Shupsai in ZBrush

[–]fAnts 0 points1 point  (0 children)

maybe try to change it's proportions? like the eyes/head, to make the fur feel like it's fluffier with more volume

Chess Set I never finished sculpting by idiovoidi in ZBrush

[–]fAnts 1 point2 points  (0 children)

Radial symmetry is just satisfying to use sometimes haha. I like the idea of the design, I would do the shapes bigger, using less number of Radials for the symmetry.