I'm a graphic designer who recently quit his graphic designing job (for unrelated reasons) and is now trying to get in the industry. I'm trying to come up with a solid portofolio in exactly two weeks, after which applying to local developers here.
At my last job I did mainly graphic design work, posters, catalogues, packaging along with a deal of light product design projects.
I have been messing around with 3dsmax, other software and workflows for years but I always did exercises and never finished anything, so I hope posting updates somewhere will help me focus.
Piece number 1:
Is a low poly (1500 tris) diorama of arctic animals and a dashing flamingo, with hand painted textures. I might go over these again after finishing the next piece, which is:
A futuristic riot gear cop. I'll follow the usual workflow, high poly in 3dsmax and sculpting cloth in Zbrush, bake normal, texture, rig (if I have the time). I'll also do an enviroment for this character, and that will be piece number 3.
To fruitful updates!
Replies
I want to have many different materials on this character like transparent plastic for the shield, skin shading, eyes, cloth, metal and plastic.
It doesn't seem that deal faster sculpting something in Zbrush (except organics), for instance doing the boot with laces, I can't find the same control over the mesh and it's painstakingly slow and not as sharp. More studies to be made.
Will try to bake a low poly from these.
I redid this chair in a more complex manner and set up a Vray material in preparation for a diffuse bake. I'm working on an interior previz as a showcase piece.
I used a VrayDirt, Tension modifier to get concave/convex zones and a Z-axis Fallof to split the chair and create different masks for the different zones, this was the result after adding some noise maps instead of the flat colors.
I'm creating some traffic poles with signs and traffic lights, security cameras, etc:
In the meanwhile, here's an arm I'm working on (to be used in a FPS perspective, subdivision surfaces). I did everything I could in 3dsmax, and will take it now to Zbrush after correcting some topology issues.
Now I'm working on a sort of Wild west scene, making an wood wagon loaded with props. A good exercise in Quixel suite 2!