Finaly decided to start one of these threads. So there it is! Any feedback of advise is greatly welcome!
Just posted this guy in the Speed Model Thread. 30 mis of sculpt. (+ posing and render) About 1 hour total.
This one is a speedculpt We started in class. I decided to keep working on it because I liked the result I ended up with.
Personal project here. Hard surface practice mainly.
Tried to sculpt a realistic female. Mainly inspired by the model Ryonen. I chose her for the unusual face anathomy.
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Wood material. In the end I won't even use it.
Will post ore of my school project props soon. I'm kind of stuck right now for my school work because I need to have the concept for the personal part approved. So Ass soon I this is done, There will be more of that kind of things!
As always, any useful feedback is welcome!
My repost from the timeless and endless, without a date and no bounds, speed model thread.
So, this is what I have done for my school project. I have to create a original character with human proportions. there must be a visible arm ans also a visible hand and face.
So yeah... there it is!
Update on my character guys. Almost done with the Hipoly. Still need to do the belt for the ammo, the pockets on the trench, obviously the hands and some other little things here and there... The Gun is also in a WIP stage. Will post some screens soon. Promise!
Need help people! Wich one?
[verold]528e0b045597080200000642[/verold]
In no particular order:
https://dl.dropboxusercontent.com/u/18490089/screens/lapinou/portrait.jpg
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This guy was made in the just for the sake of using blender and gimp. Since my school pipeline was 3dsMax/Zbrush/3DCoat/Photoshop, I was wondering is a Blender/Gimp combo would be usable as a substitute of the my usual pipeline. Ans it appears to be quite a powerful combo. Blender pack a serious (but quite simple) sculpting system, but is still no match for the almighty Zbrush. Gimp on the other hand is quite a torture is you come from the adobe side and try to find "where did that damn dock disappeared!?" but after a few hours of lurking the webz and trying to improve the UI and the tools available to suit my pipeline it's pretty much OK; Still lacks the adjustment layers and all that dynamic magic but hey, it's still free.
Anyway, here it goes:
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PS: I also derped around in verold with the panning textures for the floor and to make the skin shader look really waxy and soft. It was quite fun.
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As WIP as it can be. Trying to do some cartoon stuff.
Was hanging out with some buddies on TeamSpeak tonight, and I doodled this.
Anatomical study today. Render in keyshot.
Todays wip. Hand painted textures; a thing that I'm pretty much just starting to work on. Never really did any serious hand painted practice.
And the art test that I did for Oh Bibi!
Oh yeah, and that thing too...
Long time; no post. So here's the current WIP state of my Keyleth from Critical role. I should've started a proper fresh post probably... I don't know.
Anyway, i's starting to look like something showable, but I'm bugged by something in the overall feel that kinda feels like it does't work.
If you have any input, feel free to drop a line. I'd be more than happy to hear it.
Sauce here: https://www.artstation.com/artwork/ANyvq
[le sad me]
Corrupted all the quick saves. I'm not ok with that.
He's not done yet, I'm planning to get some flow map action and some more detail in the "feathers" going on.
Haha jk jk great sculpt hey. Needs more mayo though, too much mustard. Love the skeleton btw!
And what detail normal maps, ain't nobody needing detail normals when you have the POWER OF 8K!!!!111!!1!!!!1!
I'll do a mayo edition just for you once the presentation is nice and oiled up.
I kinda realise it might need some more hilighting here and there and I'll proly call it done.
Here's a turny.
https://www.youtube.com/watch?v=ZlkWFc43dlg
OG concept is from the dope Mikel Rekondo, go give the dude a like. He ain't got much on Artstation for now, but he deserves it.
https://www.artstation.com/mikelrek