Hello all, I'm a games technology student studying at university and have recently taken up Zbrush. As part of my work, I have to learn professional techniques and show my work to professionals (you guys). I'm not sure of the rules here but, i'll upload some images to view. All feedback is welcome and encouraged.
The general idea for my project was to create two models that could inhabit the same environment, I decided to make a spider/snake creature...
Arms of the snake spider need better musculature and anatomical definition. The belly of the snake shows clear signs of faceting from an earlier lower subdivison. It looks sloppy.
Bird man arms are porportionally too short. Hands should reach the middle of the thighs when arms are down on the sides if it's supposed to be human proportionally correct. Good flow with the feathers.
Can you present it with another matcap that doesn't accentuate the curvature of the model only? Something more even.
Rule of thumb is, split your work into stages First primary forms, then secondary, then details. From your work it seems as if you're jumping into detailing even though you know you aren't happy with how forms look
Replies
Arms of the snake spider need better musculature and anatomical definition.
The belly of the snake shows clear signs of faceting from an earlier lower subdivison. It looks sloppy.
Bird man arms are porportionally too short. Hands should reach the middle of the thighs when arms are down on the sides if it's supposed to be human proportionally correct.
Good flow with the feathers.
Can you present it with another matcap that doesn't accentuate the curvature of the model only? Something more even.
First primary forms, then secondary, then details. From your work it seems as if you're jumping into detailing even though you know you aren't happy with how forms look