I love World Creator, especially the vegetation distribution pipeline. You can create some very realistic fields with it. Im going to check out impostors too - ive seen it a few times and wondered what it's about.
Stupid Rental. My Zbrush that I haven't paid for an update in years and is perpetual Trumps that on all counts.
Aaron Wolford has recently shared a new guide for ZBrush users. The tutorial will show a way you can use the tool to speed up your high poly workflow and the ability to create complex geometry without the limitations of high poly sub-D modeling.
Hello, my name is Aaron Wolford and I am a Hard-Surface Artist, specializing in weapons and vehicles, at Ryzin Art. Having worked on such titles as Call of Duty: Black Ops 3, Call of Duty: Modern Warfare Remastered and Call of Duty: Infinite Warfare, I wanted to share a part of my production workflow I have been developing during my time in the games industry.
The purpose of this tutorial is to help other artists improve upon their high poly modeling workflow. Speed and the ability to model complex geometry easier are the two main goals of the video. Without having to worry about the limitations of traditional sub-d modeling, we are able to hone our focus on creating complex shapes.
I hope you find this tutorial beneficial and be on the lookout for future videos.
You can learn more here.
In this video series, you will learn, from a video games industry professional, how to use ZBrush to speed up your high poly workflow and the ability to create complex geometry without the limitations of high poly sub-d modeling. We will go over two different approaches within ZBrush to achieve similar results. The first will be the standard boolean workflow using high res geometry as a baseline for polishing within ZBrush. The second workflow will use lower res geometry and the ZBrush crease tools to prep for the polishing phase.