I'm sculpting an Orc inspired by the dark fantasy series by Bjorn Hurri. It's a blast and fulfilling to be creating some fantasy-inspired work. I'll be polishing it more and continuing to post my work-in-progress to my sketchbook here: https://polycount.com/discussion/206688/sketchbook-vincent-khornebread-barksdale#latest
Thanks for looking!
SubtleModeling
A bit late but I really enjoyed working on the hard surface environment, here's what I have :)
And a quick video showcase: https://www.youtube.com/watch?v=_SC1hmPpnlE
Getting the lighting right was a good challenge for me. It was also a good occasion to finally move to UE5 ^^. Also a good occasion to practice trim sheets and modularity so thanks a lot for the concept 🙏.
I'll still be working on this for another week to get some things polished. Any feedback is more than welcomed :).
simonBreumier
Updated lighting (still need to make some adjustments but i'm quite happy with where its at ATM)
Still need to do a lot of work as well as a general color grading past as well as tweaking some values (Some areas are still a bit dark cause my monitors are a bit too bright) As always any feedback or critique is massively appreciated :D
Good to see you, too! I have not been on Polycount much, for a while now. Over the years, lots of roles as a contractor sort of took it's toll, health issues, unemployment and whatnot. Finally have some stability with AmazonGames, and sort of looking to re-spark my outside-of-work love of the craft, which has fallen off over the years. So hopefully I'll be around a bit more, posting art and such 😊
Hello I'm just starting. It's my first time doing one of these!
@wirrexx Currently putting together a brief video of the modifier based process and will follow up by posting it here.
Most of the modifiers in Blender inherit a transform orientation that's based on the object's stored rotation. Managing this, along with object origin points, does add another layer of complexity but also provides flexibility in how things can be setup. Transforms in object mode can be stored and reset but the same operations in edit mode cannot, since they are directly changing the mesh. So, it's often helpful to keep the object's transforms zeroed out to match the global values. Depending on the follow up questions this topic could become it's own write-up or video.
High poly model of an Asker online fanart that I started during my last term at Think Tank online, mentored by J Hill. The cape was modeled in Marvelous Designer and the hair was groomed in Maya using Xgen. Everything else was sculpted in Zbrush.
Original artwork by artist Woo Kim.
Hope that you like it! :) Any feedback is appreciated of course :)
https://www.artstation.com/artwork/2qKReY
I think I have finished mine.
Here's a little gif of my process. Had really fun making this. 😊
miguelnarayan