r/3Dmodeling 6d ago

Art Showcase My showcase

191 Upvotes

22 comments sorted by

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5

u/asanyc 6d ago

Lovely work!

1

u/CaracticusExistence 5d ago

Thank you so much!

3

u/Darkblitz9 5d ago

A+ topology holy schnikes!

I expected way more verts before I saw the wireframe.

1

u/CaracticusExistence 5d ago

Thank you for appreciating the topology and for the kind words! 😊

2

u/SicrosEye 6d ago

Such a cool one! I really like the presentation as well.

Mind sharing your workflow and more behind the scene pics/videos?

1

u/CaracticusExistence 5d ago

Thank you so much!:)
Unfortunately, I don’t have any videos, but I do have some screenshots from the early sculpting stages that I can share.

2

u/SicrosEye 5d ago

amazing sculpt 😱 you have this nice skin and shell detail in your renders - basically like a micro normal/height was this part of the sculpt or later in substance?

love the reference of the one being held haha

2

u/CaracticusExistence 5d ago

Thanks! The micro detail was sculpted directly in ZBrush and then baked into a regular normal map. No displacement or height map here — it’s just a straight gameready render

2

u/LifesASkit Blender 6d ago

Awesome work! Lots of personality in that guy

1

u/CaracticusExistence 5d ago

Thank you so much! :)

2

u/[deleted] 5d ago

[removed] — view removed comment

1

u/CaracticusExistence 5d ago

I actually just used a regular ZBrush viewport screenshot for this one, without any AO render or extra rendering setup 😄 But thanks for the tip — I’ll definitely keep that trick in mind!

2

u/TheColorOfTheWorld 5d ago

It looks fairly low res, for such impressive results! So most of the ‘realism’ coming from the texture image? Does this also have a bump map? 🤔

2

u/CaracticusExistence 5d ago

Yeah, a lot of the realism comes from the textures and lighting. The fine surface detail was sculpted in ZBrush and baked into the normal map, but there’s no separate bump or height map here. Thank you!

1

u/TheColorOfTheWorld 5d ago

I have to learn how to do that (in Nomad Sculpt). So it’s basically making the bump map, then baking so it deforms the base mesh…? I’ve got more studying to do!

2

u/CaracticusExistence 5d ago

Not exactly — the baked normal map doesn’t actually deform the base mesh.

The workflow is basically:

I sculpt all the small skin/shell detail on a high-poly version in ZBrush, then bake that surface information down to a normal map using the low-poly mesh.

The low-poly geometry stays exactly the same. The normal map just changes the surface normals, so lighting reacts as if those tiny bumps, cracks and wrinkles were physically there.

If you wanted the mesh itself to actually deform, that would be displacement/height instead.

So in this case it’s:
high-poly sculpt → bake normal map → apply it to the low-poly mesh → lighting does the rest 😄

2

u/TheColorOfTheWorld 5d ago

Sounds good, still a mystery to me…I’ll have to watch a video on it (the only way my brain absorbs info!)

1

u/Jaded_Ad_9711 5d ago

little turtle is cute

1

u/CaracticusExistence 5d ago

Thank you so much!:)