Hiya! Thanks everyone for your comments. Here's more progress on the gladiator. I've finally begun the texturing stage and set up a Marmoset scene to test my progresses. Planning to keep working on his texture for the next few days. Hope you like it!
Wow! You guys are amazing, and make me itch to do more real woodwork.
Currently living in an apartment with no space, so in the meantime I'm mostly carving spoons, spatulas, and little butter-knives out of some greenwood I got from a fallen tree in the woods nearby. Fun way to play with shapes, as you can see; quite a few of these just aren't practical (heck, some aren't pretty either). Fun to carve though.
All the flatish shapes are made using only a sloyd knife. The spoons were made using a hatchet, a sloyd knife, and a spoon knife. Long way to go, but I enjoy it! The pale ones I just carved yesterday, so still have to do a final pass and coat them (I slather them in propolis extract if I want to darken them, which is a weird trick I started a while back, then cover them in linseed oil.)
I realize the wood background isn't great for seeing the darker ones, but, well, hindsight and all that.
And a shot to show off a lil spoon I think has a lot of character:
There could be any number of reasons for someone to like a work on artstation. Could be friends, classmates, or people they have networked with. They may like the piece. Not really relevant. Until Artstation likes have value in Dollars, Euros, or Bitcoin there is no point in caring anymore about them than x number of people (mostly strangers) on the internet liked my art work. It does feel nice when your latest post gets more attention than the previous, but good luck paying bills or buying food with artstation likes. No employer is going to hire or not hire you based on your number of likes. You really should not care how many likes someones art gets. And if someone is using bots for artstation likes their time would be better suited in actually improving their art, but thats their time wasted. not anyone else's.
Some updates are that I adjusted the Landscape a bit by lowering the contrast of the normal information as well as added a PDO blend to the shader allowing the two meshes I made to blend more cohesively. I also adjusted how the larger Ruins Walls are created. I created smaller modules that I can duplicate and adjust, then merge in UE4 as a single large static mesh. This way I have better control of creation and damage within ZBrush, I also get better texel density with having each mesh singled out. Also for the material, I was able to btter sample the original color of the stone from the concept and create these more neutral toned colors. The old one was too dark and gave off too much of a warm tone. I also fleshed out some of the side architecture on the left side of the ruins.
My next goals are to start some decals to add more detail for ruined and damaged areas. Also start on the Trim Sheet for some of the smaller assets I need to get around to creating.
Protip: spend less time worrying about how many comments or likes other people get, and more time worrying about making your own work better. Likes/comments/etc will come if you do that. Getting salty about someone else's work is not productive.
Additionally, calling out some random person's work is in really poor taste.
There's a hidden operator that changed my life w/ Blender after I found out about it.
It's the view3d.view_center_pick operator. The name is a bit vague, what it does is it places the view center at the depth at the mouse coordinates when the operator is called.
So this is exactly like placing the 3D cursor somewhere + using Center View To Cursor, but reduced to one action (I had written a simple add-on for doing these two things at once, when I found out that this hidden thing already existed).
This is me hovering the mouse over the tip of the cone and hitting the keycombo I put for view3d.view_center_pick, then hovering over the eye of Suzanne and doing the same. Now navigation is a breeze. Edit: It also works when the mouse is hovering over empty space, it just translates the view center to that location.