Hi, my real name is Guillermo, but my designer brand name is RMO, im a graphic designer with a interest in 3d modeling, and animating, at first i was trying to incorporate 3d modeling to my work never realizing how much work is needed. so after lurking for a while i think i need real critiques, so feel free to drop some knowledge and advice if you have the chance.
any CC is welcome.
Lower back and claws closeup
the only things in the sculpt that are treated with alphas are the skull, teeth and antlers/horns, i still need to do detailing passes on flesh, guts, bones and skin.
im still unsure how im going to do the shaggy hair in the back and neck, what i really mean is im still unsure where im going to render the final images, the usual renders in marmoset or learn how to use vray in maya and wait a billion hours for a nice render with passes.
that bear is awesomely sculpted, i have several pics in my pureref file.
You have a nice rim in there. Try to avoid pure blacks anywhere in your image. There should at least be some color in the deep shadows, gives more fullness to the forms.
You're using V-Ray so you could try adding a white bounce card behind the camera, opposite the key light direction.
right now im practicing using the cad-modo workflow that i just found out about, didnt know anything about the rounded edges shader and was flabbergasted when read about it that i got myself an extra present this christmas, modo seems really fun, and fast.
heres a practice i did inspired by mr. Jake Parker with his bocks03 cargo robot,
on this one i experimented with making a really nice roughness map in substance, i dont know if the lighting angle is the right one for metal renders, i feel like the highlights are to bright. well next one ill try not to overpower them.
already spent a coupple of days in fusion 360 making the little guy, next is seting up this guys mesh and uvs.
i took some pictures of the real thing before hand.
did some upgrades to the original design the client wanted, like the little cap thing on the side vents.
heres a couple marmoset render of the modeled and textured box
i imagined this guy quite rough, maybe i went overboard again on this one, maybe ill try texturing a brand new robot or mech or something to get the need for grunge out of my system. anway took this guy and made some renders in vray and post in photoshop, would love some CC.
Then i guessed i had to try and set up a render with the displacement maps and see whats that all about, so i made these two images to test things out, so far im pretty happy with the results but i guess i still have to do more test, and then there's the painting stage. Any CC and tricks on displacement maps and how to use them are welcomed.
I dont know if u want to keep investing time in this kind of creature design or organic design, while i was looking for work in the industry i hit the wall with a cold water bucket realizing that there are no industry jobs in my country that go for this kind of modeling or have past productions with this kind of organics, but almost all of them have whimsical and styled works or are working producing something with that kind of style. so i guess ill start practicing stylized modeling, maybe that will help me along the way, i guess.
CC is greatly appreciated.
I like the stuff you have going on here keep up the cool stuff
any cc, links to awesome ecorches to buy would be amazing, thanks in advance.
https://www.deviantart.com/minjixmuu-chan/art/Mr-Chu-266635960, pipeline practice.
This is my next pipeline practice from the take some else's project series, tsep, maybe it should say drawing instead of project since im taking 2d drawings/concepts and translating them as best i can to 3d. Anyway, id gladly take any CC on any improvements you guys might offer. thanks.
Plantman (Torchlight II concept art) by Mike Franchina #134
Original art; Lixard Guard sketch by Derek Laufman https://www.instagram.com/p/BEXjt4BIjmm/
more pipeline images and marmoset viewer https://www.artstation.com/artwork/VdQJa8
So, i guess a little update is in order;
Im strill trying to learning good anatomy, this time im trying to figure out how to sculpt a female face, here are a few pictures of the bust... for now im going to keep working on the hair while i scan for major issues before i continue to the next practice.