Hello!
First post on here, I'm completely new to 3D, having been a 2D artist my whole life, but am picking up ZBrush and quite liking it so far.
That being said this is still one of my first models and am keen on tips to improve - here's a turtle man sketch (not a serious concept or character development, I'm just shaping things up and getting to grips with the interface)
He's modelled in ZBrush and I did all the texturing in 2D on photoshop as I'm more comfortable with the interface there. Will be posting more work as often as I can!
CC welcome/actively encouraged!
Replies
Any tips how to raise skills ?
https://www.instagram.com/tudormorris/
It's not all at a great standard, and the goal is not to produce an amazing piece of art every day (as I have a full time job), but it's about setting a habit and sticking to it.
Some structural rough sketches looking at shapes/anatomy
Aaaaaaaaaand I'm just blocking this guy out in ZBrush, will post more when done.
Nice sketchbook, i especially like your pencil drawings. And the fish looks awesome
Im currently teaching myself drawing (in general) and im sort of stuck. I do have some tutorials that i follow, but what im really not getting around are the techniques to make my drawings looks 3 dimensional. By that i mean my drawings look flat and have no depth. I dont know how to start applying light and shadow, when i dont understand how to make it feel real... Im having a hard time learning this stuff and i wondered if you know about some tutorials that show this to me?
Cheers
The FZD school uses this approach with insects:
Hope that helps!
Some environment thumbnails. Pretty uncomfortable with Environment work, but I forced myself to bash some shapes out. Some of these I quite like, and the colours are working fairly well in some of them too methinks...
Here's a giant mushroom colony that's based in the same world:
Getting basic head structure:
Hairstyle variations:
Face tattoo variations:
Costume design variations:
1st attempt at modelling (before watching face anatomy sculpting tutorials)
Actually getting the hang of it:
Base shapes down:
1st pass sculpting. I've got a clear plan for the rest of the model:
All details done, did a paintover of the high poly with all noxious fumes around it. I hated the mustard yellow colour scheme though.
"...and through the corrupted cloud of spores lights shone brightly. Like a moth to a flame, they were drawn in, and marched steadily closer and closer in a trance like beat. As the smog cleared and the lights became clearer, they realised they were walking slowly to their doom, but it was too late. The noxious fumes drove them to put each foot in front of the other. One by one they shuffled slowly closer and closer, unable to escape their putrid death."
Took the model low poly, did UV unwrap (had some issues with relaxing the maps, but I know how to re-do this for next time). Baked the details from high-poly (praise the lord for the i75960x and the GTX1080) and did some texture painting in substance. Rough render in there, then into photoshop for all the smog/noise. Still some things to change, but overall pretty happy.
Love the shading!
Final design of 'The Dunk' - low poly model painted over (scars and fin edge fraying) as well as effects (ambient lighting, water caustics etc):
Initial structure sketches: