Im midway through college, and i figured i should get serious with this portfolio business. Heres some wip images of a male base im working on.
I wanted to challenge myself and really get some nice anatomy showing up and looping nicely without sculpting it. I also want to have a good base that i can easily launch new things off of.
still very wip, only a few hours in.
Replies
Plus, if you do the traditional process of sculpting>low res>normal, you will get a better portfolio piece because it will have better topology for deformation, it will look nicer, and you will be demonstrating an understanding of the processes used in the industry.
I don't know. Maybe someone else has a differing opinion.
http://wiki.polycount.com/CategoryTopology
i honestly don't have any crits at the moment purely because it's at such an early stage. once you've got a full torso with the edge loops where YOU think they need to be, post it, and we'll have another look.
My intention with this stage, is to model out the muscles, not a body that can be taken into a sculpting package. The topology right now is meant to reflect the muscles and not the skin on top. I do intend to retopo it afterwards, but my main concern is the anatomy experience and problem solving during modeling. I also like the idea of having an easy to edit, low res, but articulate model that i can use to play around with in max and zbrush(proportional edits) to get new ideas or concepts. between this one and the retopo(something else i want to practice) ill also have some things to build off of/on top of in the future.
Thanks for the replies guys. I'm very aware of the process one goes through for the standard pipeline. I'm just squeezing in some other challenges that will touch areas i want a bit more practice in.