had some busy weeks, so not much time and energy to work on this. luckily that doesn't matter once you have a job. Not that it really matters how much you spend on your portfolio while you don't have a job either. More time spent doesn't increase chances to get a job. They'll ask you to spend 16-40hrs on a shitty art-test, even though you have 100s of hours of work in projects posted on your portfolio already. Somehow 3-6 years of studying isn't enough for them to make a decision, but if you spend a few more hours they might be convinced? In reality, portfolio work doesn't matter that much after a few solid pieces. You don't suck for not getting a job with a serviceable portfolio, the industry does. It's not even because of high standards or that it's highly competitive. It's mainly lack of work positions but also wide-spread incompetence on their part.
but I did have some time to implement some changes to the scene Next step will be to populate the scene more to fill out all the areas, get a more final feel for the entire composition. In doing so I'll also be gathering references and refine the list of assets needed - I want to make sure that I commit to making as few assets as possible.
It got a little easier in the end. I'm assuming there were some changes in Blender, because the (simple) face rig was much easier to make this time. Weight painting was the most time-consuming though. But it's as finished as it's going to be, I think. At least until I add hair. By this point I got used to seeing her without it. Wonder how that part will go. Will have to go back to SP to readjust some values before export. Otherwise just need to place hair and figure out how to properly render things.
This is an exercise that i want to see you doing! I would recommend making the matcap's identical between both.
For this exercise, i want you to get out of the mind of 3d analysis, as in don't try to intepret and remember the 3d forms, and instead get into matching the shading exactly. Think like a painter, you are just darkening and lightening pixels, you are just doing it through the abstraction of a 3d model.
To put it another way, the lessons you need to learn, are specifically those differences that are hardest to capture. If you push a study to 70%, you only covered the path you already know well, it's by pushing it to be exactly what's there, that where the gold is to be found.
The study isn't on anatomy, it's on training your brain to understand form from shading.
if i can say, well done, otherwise if you wanted to push things a little more i always liked the more exaggerated look and such that play on more depth and sharpness to say the clothing wrinkles. otherwise this is getting there for me, yes about front page stuff, some of us do not get extra help and only have ourselves to go on so i get you 100% there.
You can install ZenTools for Maya 2025 by following the installation instructions found here. The package is a complete rewrite, and does not require any additional plugins. Cheers!