Hey guys, I'm pretty new here, so this is gonna be my first post.
Here is a character I've been working on over the past few days. Honestly I'm not too familiar with the "proper" practices one might use when making a hi-res character in zbrush, so what you see is just me kind of whinging it.
Generally, I'm fairly new to 3D, so I find myself trying to get around the "rules" and just trying to start creating something as fast as possible.
Please feel free to point out anything I may be doing wrong, or anything I could improve upon.
I guess I should say I plan on giving him some shoes and pants, and eventually some long hair. Ultimately He would also be a low poly model, so any advice there would be awesome.
Right now this is about subdivision 5 so i have a couple more levels of detail to throw on.
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Also, it helps for someone new to 3D to try and do some more human characters to really study anatomy. I know it's boring, but will greatly improve every character you do afterwards. A solid anatomy foundation is crucial in every creature, even non-humans.
As for the anatomical study, I agree that it is important, and I have actually taken a few courses dedicated to this sort of thing (figure drawing etc.) I've noticed that many zbrush characters end up having exaggerated muscles and it can sometimes look like they are constantly flexing (deep crevices in the skin and whatnot). If I were to try and avoid this, is there a good way to define his muscles lightly without him becoming doe-ey and lumpy?
I mainly just defined the main muscles in his arms, chest, and a bit in his legs. I also curved and tweaked his horns a bit. I'm leaving his feet alone for now since he will have shoes eventually, and I didn't really allocate geometry for toes.
Level 2
Level 3(just to see how things are smoothing out)