Hi there! I'm working on two things at the moment. A character and a scene.
The scene was inspired from a concept from Tyson Murphy, Blizzard guru. I need to make improvements and any suggestions would be greatly appreciated.
Just to be clear, I wasn't going for a Blizzard style or anything. Just doin' the best I can for now. I've since fixed the black spot on the torii thing. And I thought the stone at the top was too bland, so I tried to fix it up.
Things I was thinking of doing for sure:
-Adding more rocks.
-Adding a mossy alpha where needed.
-Adding the little shrine thingy next to the gate.
-Fixing up the leaves on the main tree (although I'm not quite sure what to do with them..)
Things I could use some help with:
-UDK lighting tips (i.e. how to get the lights to have the desired effect on the scene)
The second project is a doodle that I want to take to a full in-engine model. Possibly use it as a rigging exercise over the holidays.
It 's a bandaged torso attached to a monster with one huge eye (in my head).
Sorry I don't have more angles, but I was wondering what's the best way to get a nice high-poly sculpt out of this.
Thanks for your time, looking forward to the feedback!
~Meg
Replies
I know you are trying to work from the original concept. But I would also work with other references too.
With your Zbrush model are you sculpting in just the highest subdivision level?
With organic objects I would jump around different subdivision levels. If you are sculpting form I would turn down the intensity, as to gradually build up form. It makes the overall form look much more natural.
The way I do it is gradually build up form in the lower subdivision levels and if there is smoothing that needs to take place, I would go up a subdivision level or two to smooth it. With my workflow I am constantly moving up and down subdivision levels.
The default hot keys for switching between subdivision levels are:
'D' moves the subdivision level up
'Shift D' moves the subdivision level down
Hope this helps! Good luck!