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Dragonio3 — Drakuma 3D Portrait

Published: 2013-05-25 19:37:25 +0000 UTC; Views: 1073; Favourites: 22; Downloads: 10
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Description Done in sculptris and ZBrush, ZBrush for the tiny details, i managed to get up to 19.3 mill polys, but i didn't know how to subdivide certain areas, so it divided the whole fukin thing instead. I got so frustrated with ZBrush 5 times while attempting to find out how to use it. No texture prints where used .

Sculptris - 800k poly's
ZBrush - 19.3mill

No references nor tutorials used... yea lol i messed with ZBrush so much i found out some basics. But i wanted to smash my comp in the process. It didn't want to faking do symmetry... so all the 39573297856352 scales i drew i had to draw without symmetry...... Fraps didnt work in ZBrush so i couldnt record my progress.... Only sculptris.
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Comments: 7

ShayKimchi [2013-07-12 10:26:55 +0000 UTC]

Nice one. Witch program did you used?

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Dreagon-emperor [2013-05-26 16:07:52 +0000 UTC]

if you have zbrush I would just use that. you can subdivide specific areas by using your mask then hit subdivide. Likely you are more familiar to scupltris so your more used to a Dynamesh like work flow. your primarily going to be using dynamesh to get your rough sculpting done then remesh the whole thing to get your quads and then add in your finer details by adding subdivisions. this practice will make your work more usable if you ever decided to use it in conjunction with other projects, or for work. using a tesselated mesh is great for sculpting ideas, but isn't much good for anything else.

also, if you only want to sculpt for enjoyment or practice, you can always decimate your mesh in zbrush. i believe it is a free plugin that you can get from their site. it will help maintain the detail of your sculpt to a degree while reducing your poly count drastically. used alot for games. I would also mess around with Normals maps or bump maps to help get all those details in with out the huge poly count.

Great skills. I can see you doing some really great work once you get the software down.

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Dragonio3 In reply to Dreagon-emperor [2013-05-26 20:37:08 +0000 UTC]

Thanks, ill see about that, im going to a university that will teach me about 3d sculpting tho Dont have much understanding on the terms used.

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Dreagon-emperor In reply to Dragonio3 [2013-05-28 22:53:02 +0000 UTC]

youtube and forums shall be your greatest allies.

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X-Kicker [2013-05-26 01:32:00 +0000 UTC]

OMG!...I wish I were as good as you are^^

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XenoWyvern [2013-05-25 20:01:22 +0000 UTC]

Hold ctrl, mask area. Go to Tool: Polygroup.
> Autogroup. Then: Group Masked.
Then hit shift+F to turn on polyframe and ctrl+shift+Lclick on the polygrouped mesh. (Colored piece)
Then you can subdivide that single piece.

Take note however that zBrush bitches a lot more about keeping the mesh clean (No 5-point polygons/shears/etcetera).
If you subdivide only certain areas it will become more prone to getting messed up. (You might have noticed that sometimes your entire model just derps up.)

It's better to keep the surface area equalized well.

A second way is to just go to; Tool: Subtool and click: Append/Instert Tool.
Then you can work on different parts of the model and merge them later (But this is more complicated as it involves retopology)

Hope that helps ^^
(Oh and notice the slider between Lightbox and the tool palette?
You can slide that back and forth to scroll back in time, combine that feature with zBrush's timeline and you can just animate your sculpting process directly.)

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Dragonio3 In reply to XenoWyvern [2013-05-25 21:25:00 +0000 UTC]

ill try dat on another model, Thanks

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