Sculpting Scales in ZBrush

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3 жыл бұрын

Enjoy this free chapter from our FlippedNormals Exclusive - Modeling & Texturing a Dinosaur for Production flippednormals.com/downloads/modeling-and-texturing-a-dinosaur-for-production/
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Пікірлер: 17
@saltyskegg5355
@saltyskegg5355 3 жыл бұрын
This helped me get through a mental barrier with sculpting this type of detail. Thank you!
@IGarrettI
@IGarrettI 3 жыл бұрын
I relate to that!
@grib3718
@grib3718 Жыл бұрын
scales are frustrating
@rhinocerosunicornis4148
@rhinocerosunicornis4148 3 жыл бұрын
Thank you
@user-zv3go3kd5m
@user-zv3go3kd5m 3 жыл бұрын
thank you
@nicolaizafra9705
@nicolaizafra9705 2 жыл бұрын
Thank u so much!
@upowlnight
@upowlnight Жыл бұрын
incredible
@dragonfire810
@dragonfire810 9 ай бұрын
Sculpting a Hippogriff in ZBrush on October 12,2023
@MartinNtilias
@MartinNtilias Жыл бұрын
Now do the rest of the body too, but also make the little guy be a diplodocus so the head to body ratio is really small!
@knl654
@knl654 3 жыл бұрын
nice
@gustavorodrigues3496
@gustavorodrigues3496 11 ай бұрын
ohh, you`re incredible!
@dannywaterss
@dannywaterss 3 жыл бұрын
I made a basic lizard mesh, thinking I would use the pre-made brushes: *hysterical* *laughter*
@inkjunkie1016
@inkjunkie1016 3 жыл бұрын
What brush are you using to pull the scales out after you flip the mask?
@chrisperron7691
@chrisperron7691 3 жыл бұрын
From what I can see, looks like "FormSoft". At least that works pretty decently for me when I'm trying to do this myself. :) But I can't get nice clean extrusions, I can definitely see polygon stretching when I try it. I'm also on SDiv 7, my model (just a head) is around 7 million polys, but maybe that's still too low for this?
@inkjunkie1016
@inkjunkie1016 3 жыл бұрын
@@chrisperron7691 SDiv 7 I would think would be enough polys that you shouldn't get that stretching effect. But I coukd be wrong lol.
@ubercactus5612
@ubercactus5612 3 жыл бұрын
I'm making a full raptor myself and I Retopoed my model in maya after i had my first slightly detailed mesh (around 2M poly), that way i got a 3200 base mesh which i smoothed to get 20k or so polys before exporting to Zbrush and there I cranked it up to Sdiv6 with around 13M polys and a better distribution, the difference in resolution when masking is noticeable, you could try that!