Hi everyone,
This will be my place to hopefully grow and become a better artist and as this goes on I really hope a lot of growth will be seen over time.
So a bit about me, I've been doing 3D modeling for about a month now. Though I had a bit of prior experience in 3ds Max from back in my high school days, though that was nearly 6 years ago now. But recently I have been having this itch in the back of my mind that I really want to be a part of the video game or even movie industry and I feel like if I don't scratch the itch now I never will.
So for my first project I will be showcasing in this sketchbook will be my first head sculpts. Heads have been something I had tried to do in Zbrush since day one. With horrid results. But lately I decided to keep working at it and I spent all day on the same project until I tweaked it exactly into something that looked like it could actually be a person.
So from left to right is my journey in head making. Left being oldest.
And today I finished up a low poly version of the head and unwrapped. Both the low poly and the UV unwrap on it are... Rough, to say the least. But practice makes perfect and I may still go back and redo it. But by the end of today I just wanted to try baking for the first time so I was a little rushed by the end of the unwrap.
So here is the retopology
and here is the bake
and lastly a look at the normals to give a bit of perspective of the uv's.
Anyways, criticism would be great, even if you say it's a piece of crap just tell me why it's a piece of crap
, I can't get better if I don't know.
Replies
Great sculpt nonetheless!
Anyway. I have decided to continue the model and this is my first full body sculpt and overall I'm pretty happy with it. Before Zbrush seemed so daunting but now that I'm getting over the main hump of the learning curve I'm really starting to be able to realize its true power. It can only go up from here hopefully hahaha. Comments and criticism very much wanted, specifically on proportions and any major body structures I might not have shown that I should've.