Category: ask

Regular

The base was done in Marvelous Designer and then I cleaned them up in ZBrush.

Regular

I don’t really animate (hopefully someday) but I’m trying to get better at rigging so it has made me think my designs a lot more technically.

I had the tail originally in the design as a conductor for the
electricity, scrapped it, and now it’s made a comeback it seems.

The biggest problem with a tail for me is that it makes sitting very hard depending where it’s located. I do like the idea of a tail for them and if it’s strong enough they could use it kinda like kangaroos do, so no chairs needed lol. Life finds a way I guess.

Modeling mouths in lowpoly really helped me to…

Modeling mouths in lowpoly really helped me to understand how simple they actually are, and you only need a couple of shapes to get the basic anatomy done.

If you’re struggling with basic shapes in humans I really recommend a planar anatomy figure something like this. They simplify the main shapes underneath the skin and help you to focus on them before adding actual muscles and skin on top.

Is retopologizing a regular step in modeling s…

Is retopologizing a regular step in modeling something for animation?

Yes, otherwise the rigger/animator/game engine is gonna have a bad time.

Even if I have no plans to animate or rig anything I still retopo most things, but usually with the help of automation. Overall I think retopo will be the first things to be fully automated in the future, already the softwares are getting insanely smart.

Regular

@

achrius

I’ve heard from some of my teachers that retopologizing is easier on maya then doing it in zbrush. Not sure if you’ve done it that way.

Still mostly ZBrush for me, maybe I’ll one day try out Maya since I tend to use it more and more these days.

@claythepokechamp

how much polys does this have if you dont mid me asking?

Around 75k tris. She’s still missing weapons and some accessories.

Coming from blender and wanting to get into zb…

Coming from blender and wanting to get into zbrush. You just need one license and then you get every version in the future pretty much, right? I've also heard a few times not to get the core version, what do you think about that? I know gnomon is the go to resource but is there any gumroads people have or people you know personally that do mentoring?

Currently ZBrush is buy once kind of a deal but lately there has been (unconfirmed) rumours that Pixologic will go for the monthly sub plan in their next big update, like most other modern softwares. But that hasn’t happened yet and don’t know if it will. Either way you’re probably not going to lose money, if they turn sub based they’ll most likely cover the recently bought licences somehow. Well, I hope.

Don’t know much about the current Core but if you have any plans to do things even semi professionally main ZBrush is the only option. Core is a good start if the full ZBrush price is a problem.

There are a lot of good tutorials at Gumroad but can’t think of any mentoring options right now.

Hi I’m a 2d freelance artist thinking ab…

Hi I’m a 2d freelance artist thinking about getting into game development. I’m slightly worried about the horrible news about crunch times and bad work environments. Sexism too. If you don’t mind what’s your opinion of these?

I wouldn’t worry too much about the horror stories you hear. Yes they do happen and avoid those companies if you can, but majority of the studios in the industry are great places to work and have a good (or at least decent) work/life balance. If the whole game industry was the dumpster fire some (usually none industry) people seem to think it is, it wouldn’t exist.

Of course this also depends a lot of the country you’re in. I’m sorry to say but in general the US has a relatively shitty work culture, not as bad as some Asian countries, but still not something people should consider as normal. Though I’ve been hearing is that it’s been getting a lot better lately, and hopefully will continue to do so in the future.

(European) countries, where non-compensated overtime is illegal and there are mandatory vacations, are unsurprisingly much better when it comes to work/life balance. Crunch is a thing sometimes, but good studios compensate it in some way. If a studio says long crunches are a necessary part of game development and can’t be avoided, they’re just shitty project managers imo.

But still, game industry in general is a dream job to many (myself included) and that’s why it’s often easy to lose yourself in an interesting project. I’m guilty of working 8hrs and then 6-7 more on work/my own stuff at home, just because I want to.

It’s hard to say anything about sexism since I live in my Nordic bubble, but I’d say generally the industry is a lot better than the players/fans would make you think. We’re mostly just normal guys and gals who love games. Of course there are idiots here and there but I can honestly say I’ve encoutered just one case of (mild) sexism in my career and it was kinda hilarious tbh. But again, Nordics are kinda special in that regard so I might have an unrealistic view.

Generally speaking: a good workplace attracts good individuals and the other way around so you just have to find the ones you want to work for.

Hi! Your works are amazing! Do you have any tu…

Hi! Your works are amazing! Do you have any tutorials?

Hey and thank you! I have tutorial and video tags. You might find something useful from my ask tag as well.

I hope its okay if I ask you about some workfl…

I hope its okay if I ask you about some workflow stuff! I'm currently working on character modeling in school and so far the part I absolutely despise the most is going about the retopology. I wanted to know whats your prefered method of retopo? So far I just use maya and quad draw though I haven't given the topology tool in zbrush a shot yet.

Retopo is definitely the most boring part of a character pipeline. Spoiler alert: It’s never going to be fun so it’s a good time to catch up on missed Netflix series or podcasts ¯\_(ツ)_/¯

I use ZBrush for retopo for the majority of the work, mainly because I like to stay in one program all times. If there’s something to fix or things that ZBrush just can’t do, I currently use Maya for that but any modeling software will do really.

Thank you!My pipeline for hair curves is reall…

Thank you!

My pipeline for hair curves is really bad at the moment really, it’s way too slow and wastes a lot of time. Once I have a better way of working I’ll make a small breakdown tutorial that’s much more useful.

But generally speaking: I keep changing the curve falloff settings a lot, varying from really flat ones that work as a filler hair to really thin ones that are the detail hairs. To keep it somewhat easy to edit I clump similar strands together into various subtools, and keep those in different polygroups.

Curve falloff settings I usually use:

I change the other settings only if needed, usually default is enough.

To get the silhouette look good I always use really simple dynamesh shapes that I sculpt into the shape I want, then draw the curves on top of it in layers. For a full hairdo like Dany, that has several different parts, I need several shapes as bases.

Also once I have to the batch of curves done, I always ZRemesh them to get a topology I want. This is just a personal preference really.