All work done in Zbrush including the rendering. Never been terribly good at rendering in Zbrush but I think this one came out fairly well and it wasn't an accident for once so I'm happy. Lately I much prefer rendering in Blender-Cycles but I really did not feel like having to make a low-poly mesh and all the various maps to make it look right and blah blah no thanks. Not today. XD
Amazing, that looks so great. All these poses and perspectives are awesome.
The details are fantastic. I like the feet the most
I don't know how Zbrush manages to allow for such HUGE poly counts but I've had like 12m poly models with no problems. For some reason Blender starts going bonkers at around 100k for me. I love Blender, I really do, but it doesn't handle big poly counts very well. XC
It is kind of bizarre.
Have you tried going past 100k or does the problem persists?
This is with the multires modifier btw, with dynamic topology I never get that high so i can't say how that perform at that level.
Since it have never been that much of an issue I just left it. One of those quirks of Blender that you accept, along with all the instances of "What on earth were they thinking".
22k isn't exactly game-asset worthy Well the fact is, we're not likely to see a model this complex in games anytime soon anywhere, even on the PS4. Though you might be happy to know that the PS4 is pushing poly count higher than ever before, 15K for non-hero assets I heard. So maybe someday soon. And anyway, if I can get the low res down to 10K (quite possible) You'd be surprised what can be done with dispmaps. Like I said, that's probably a ways a way but not too far of a way.
Here is my summary of 3D modeling:
Step 1.) Sit in front of computer.
Step 2.) Bang face on keyboard a lot and pull out hair because 3D is HARD.
Step 3.) If you bang your face on the keyboard long enough, something decent looking might come out of it. Occasionally.