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19 comments
The author's a very busy person but their works are more than worth the wait. So, sit tight. We've got a month left of 2016 and it's bound to pop up on your radar and everybody else's.
And yes it will. c:
-Natterforme
I find it this easier because sometimes he symmetry doesn't work properly or doesn't even work at all.
Now if you are talking about sculpting symmetry within the subtool, you can "activate symmetry" (Transform> activate symmetry, pick your axes). You can also set the symmetry to be local(Button on the right same alignment as the perspective, floor buttons...) instead of relative to Zbrush axes, it will set the symmetry axe in the middle of the object(assuming the object can be perfectly split in half).
Sometimes your model can be off-center (relative to Zbrush axes) when you import it in Zbrush even though it's symmetrical. You can set the axe pivot of the object to zbrush's by selecting "Set pivot" (Transform> setpivot), it will adjust your object position. Once you are done and want the object to go back to its original position, select "Clear pivot" ( Transform> ClearPivot).
-Natterforme
I guess the best part is still coming, all the wonderful colour needs its place
16hrs later ...
You dirty liar
That's cool though, all great works are best done in excessive and obsessive binges
Not much feedback this time except that to say that those gauntlets are one of the strongest parts of that armor now IMO. Well done.
Oh and yea, I agree that the cowl off is not a great look - but that's not the point so who cares.
Any non-cape version I would still recommend keeping the cowl and just altering the cape into some sort of shoulder-shawl that makes the transition natural looking. A lot of Skyrim cowls already use a similar style, so that seems like a natural way to handle it.
So what is actually left at this point aside from final touches?
-Stigma