Hello there, this is my first time posting here and naturally I'm intimidated and in awe of the sheer amount of talent in this art community.
I'm new to 3D max and zbrush, been using the former for roughly 3-4 months for a post-grad course in videogame art and animation. Got tons and tons of stuff that needs drilling into my head.
This sketchbook thread is mainly for showing off what I've been up to. Constructive critique however will be greatly appreciated.
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Character Model - Kagoshima no Tsubame
Orthorgraphic and concept pose:
Plasticine maquette:
WIP modelling:
[might need suggestions on retopologizing the model's knees and elbows for animating purposes]
Renders:
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Environment model: South Street Diner
[based on the real one in Boston]
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"Dream game" Pitch assignment - Concept Mood Paintingshttp://cghub.com/images/view/39998/http://cghub.com/images/view/45239/http://cghub.com/images/view/45240/http://fav.me/d2bzl8e
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Entry for Bayonetta art contest hosted by SEGA and Wizard Magazine:http://cghub.com/images/view/33176/
Replies
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WIP base model using Zbrush 4r2's dynamesh feature. So far I like it, and I'll see how much further I can run with this.
This next one I'm going to put in some time to polish:
It is indeed a good work!
after:
Great pictures!
Esbjorn: Thanks! The "99" stands for the year I decided to take art seriously as a career.
These two I like: the first one makes me think of Mirror's Edge in the favelas and the second has a good jawline and nose, they're a little big, which suits the character. I worry about drawing overly attractive women, I kind of want to see more ugly/realistic women in games, there's enough ugly men - not that she's ugly. Business is business though.
Keep on at it - subscribed!
James - I learned while working freelance that I should never stop thinking about the things I want to make. I should plan them out in mini-milestones, do trial runs of painting methods, and make lots and lots of mistakes - something they almost never let you do at work.
And keep all of your rejected pieces because you never know when you'll need to revamp them again.
Sometimes I study artists like Thomas Scholes and Trevor Claxton and watch them work on livestream. They got some pretty interesting workflows.
As for 3d... Well... I just need lots more practice. I've got no problems making low-poly assets or painting bases, I've just never committed to anything crazy high res like a zbrush sculpt.