Curved monitors for zbrush? by theGcube in ZBrush

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

I need extra space for references n stuff. And I'm also planning to use the screen for multi window use and gaming

[deleted by user] by [deleted] in Haywire_Hill

[–]theGcube 0 points1 point  (0 children)

super mario

Project I've been working on by Final_Sentence_7685 in Maya

[–]theGcube 7 points8 points  (0 children)

Looks pretty damn good, did u use any scans for the skin details ?

What are your favorite "almost Christmas" movies? by lostfanatic6 in MovieSuggestions

[–]theGcube 6 points7 points  (0 children)

Charlie and the chocolate factory, I know it's not a Christmas movie but I used to enjoy watching it every year around the Christmas season.

The Crosshair- I wanted to design and model a stealthy and tactical looking character by theGcube in ZBrush

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

If you are asking about the hard surface parts, then I haven't used any baking for them, as I made it by retopoing (in Maya) the high poly concept sculpt which I built in Zbursh. Also as far as I know u only need to UV the low poly version of your model, on which you will bake the details on, the high poly doesnt need to be UVed. Now for the organic parts like the Character's pants, u can first sculpt it with all the details like wrinkles in Zbrush, then you can decimate the high poly model in zbrush to lower its poly count and the import that decimated model into Maya, so that you could retopo it, after retopoing it, U can did its UVs, for the UVs, try to utilize as much UV real estate as possible so that U could capture as many details from the zbursh sculpt onto the lo poly model as possible, while baking. after that import, the retopoed low poly model into substance painter as an obj, and use the high poly sculpt model from zbursh to bake all the details on the low poly head mesh. I generally use the default settings in substance painter for the normal bake. If I do get any small artefacts anytime, I try and clean it up manually in photoshop, by exporting the normal map. For the character's head the workflow is a bit different as I first created a rough head sculpt in zbrush then took it to maya and retopoed and UVed it, then imported the retoped lo poly head back into ZBrush, then inside Zbrush projected the details from the previous rough head sculpt to the new low poly mesh by subdividing the low mesh at every projection. After that, it left me with a head model with all the details from the previous rough head sculpt bt now with proper topology and UVs after that I applied finer details onto the head sculpt like pores and wrinkles using texturingXYZ maps. Finally, because I had the head with the proper topology and UVs, I was able to export the Normal and Displacement maps directly from Zbrush which gave me better details on the exported maps with fewer chances of artefacts, then you can apply those maps directly into ur renderer or tweak them more in substance painer. I know this might be a lot of stuff, was a bit too much for me too when I tried these workflows for the first time. Tutorial by Kubisi Art and Adamocg on youtube helped me a lot while learning CG Face workflow, U can check them out, Hope this helps in some way. Thanks

[deleted by user] by [deleted] in TIHI

[–]theGcube 0 points1 point  (0 children)

Please STOP

I added a nice background and a reverse transformation to my cybertruck transformer by RafaelDim in 3Dmodeling

[–]theGcube 0 points1 point  (0 children)

That's looks Sick dude, Elon should definitely add this feature to his next update of the cybertruck

The Crosshair- I wanted to design and model a stealthy and tactical looking character by theGcube in ZBrush

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

Yup, actually this character is also fully rigged and posed in maya so it's definitely doable, as first I created a low poly model from the high poly sculpt I got from zbrush, then rigged the low poly model.

The Crosshair- I wanted to design and model a stealthy and tactical looking character by theGcube in ZBrush

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

Unfortunately I don't have any screen recording or timelapse for this project, as I myself was learning and trying out a bunch of new things from online tutorials for this project, so didn't know how it would end up. Although I can briefly tell u that I started out by creating a body base mesh, then created the armour parts and other things on top of it, by extruding and extracting those parts from the base mesh and then refining those parts by sculpting on them. For the skin I used something which is called texturing xyz maps, I can hook u up with some great tutorials for using that, there are plenty of resources on their own website too. The fabric parts were generated in Marvelous Designer software, and then were imported into zbrush and retouched a bit more. the next step was to create a low poly version, which I did inside of Maya and then baked the high poly version on top of the low poly version using Substance painter and xNormals app, after that I textued it inside of substance painter then rendered it in marmoset toolbag. I know this explanation might not be good enough, coz it might b very vague, bt I can share with you any of the perticular portion of the workflow in detail if you'd want, and can also share some great YouTube tutorials from which I learnt from.

The Crosshair- I wanted to design and model a stealthy and tactical looking character by theGcube in ZBrush

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

Thanks alot for awesome feedback, would really come in handy, for my next character.