My name is Zayd, I'm a 24 year old graphic designer by trade, but I always liked to dabble in 3D art in my youth for use in modding games as well as a supplement to my graphic design work.
Lately, I've been really getting into zBrush and the character modelling workflow, with the hopes that perhaps I may be able to switch careers at some point and work on games.
Decided to put this thread together so I can keep track of my progress, as well as hopefully getting some comments/critiques from you talented people. Any and all comments are welcome (don't be afraid to tear into me!
).
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Lets start with stuff from around 5 months ago, when I first started out with zbrush:
Next, these were done for a monthly newb character challenge (around 3 months ago). First time trying to sculpt a female figure. Never got around to finishing it.
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Replies
I really need to improve my texturing ability in particular.
But overall I think you should really learn more about anatomy. You should check out Scott Eaton anatomy series, it is really useful and it will really improve your sculpts.
http://len-yan.deviantart.com/art/berry-twig-343419954
Improving my understanding of anatomy is currently a priority on my list. I think I've improved in that sense since I started out, but naturally I still have a lot to learn. Unfortunately I can't afford the Scott Eaton series (I've heard good things) at the moment, but I have a few anatomy books at home as well a slew of resources online to check out.
Ha I see. You sure are not a thief even if it is internet huh !
Well I don't know if you know that website https://www.anatomy4sculptors.com/ it really helped me and still does.
The female pilot is based on a concept as well, the rest are from my head (or sketchbook).
Thanks for the link, useful stuff!
I agree though, the last two are certainly the best ones. The other ones are coming, but they're in that "uncanny valley" phase, I think: they're close, but because they're close, the inaccuracies really begin to show through. (I'm kind of in that phase myself :P) The only way to push through is practice; you're definitely showing that you're thinking about it seriously though, so that's awesome.
Would agree with Suba there, get some anatomy practice. Take a figure drawing class if you can, or physical sculpting. Self-directed learning on the net is awesome, but sometimes there's just nothing better than having an expert give you pointers in person.
Awesome work, I look forward to seeing more from you!
I just got done with this for the monthly character challenge. It still needs polishing (I'm terrible at texturing) and rigging for a beauty shot, but I'm getting burned out so I'm putting it aside for the time being and I'll revisit it in the future.
No shame with working with concepts from others really. It think it is actually great if you need practice. Designing and learning is such a hard task. If you make characters life the last one, please keep going with already made concepts !
I finished the high-poly model of the demon shaman after revisting the sculpt and redoing most of the anatomy and accessories, pretty happy with the result. Moving on to retopo when I'm feeling up to it ^^
In the meantime, started working on a new model (haven't done any hard surfaces in a while):
Tri count is around 7700 tris at the moment.
Based on this wonderful piece of concept art from Adam Baines:
http://www.pinterest.com/pin/550213279447562842/
A little progress on the robot: got it UV'd and started texturing. Painting convincing metal is a lot harder than I anticipated.
Any ideas/suggestions/critiques are welcome!
More images: http://www.artstation.com/artwork/demon-shaman-game-res
Working on the veteran warrior now:
Looks cool, otherwise! I'd probably play with the specularity and gloss of it, too. That way you'd get some nice highlights/material definition.
Still trying to wrap my head around textures beyond Diffuse and Normal maps, all in good time.
Thanks for your feedback! Much appreciated.
Calling this done (7.2k tris)
also working on a WW2 German Paratrooper model.