Hello dear folks from Polycount !
To know more about me and my goal, check this thread in the 2D Section of this forum:
http://polycount.com/discussion/199462/nexams-cavern-join-my-journey-to-blizzard I have a lot less experience as 3D artist than i do as a concept artist. But i'm a fast learner and i believe my experience as concept artist give me a good head start with fundamentals. And of course, you guys, can give me advices
I'm training on ZBrush and i love it !
So to start, here a gobelin bust. He want to be just like thrall !
Render done in Blender btw...
Replies
Several time i run into this, time to fix it ! I want to make some kind of necklace, or a strap... something like this. What i did so far was to mask pen the area, extract and go on. It's working, but i've got to do a lot a clean up on the surface and the edge to have something decent. I suspect there is a better way to do this
What do you think ? i will share the scene soon if someone want to use it.
Progress on my last armor design
I almost blocked everything i need... not really happy with his left shoulder pad yet.
I made some progress. I can't wait to paint this guy
Still have some polish to do here and there. But i will start retopo and bake soon. Any advice regarding the strategy of retopo and bake this guy ?
Almost done. I have to refine the anatomy of this guy.
You will need to split off the mandible and maxilla as polygroups in order to really work inside the mouth. For instance, you might hide everything except the lower jaw of your character and the lower "dentures". Then make sure to hollow out the mouth bag to fully contain the dentures, intersecting only a little bit at the join near the bottom of the gums. Also, keep in mind that the tissue of the lips is quite thick, and it should sit neatly on top of the teeth, following their curvature without intersections.
Anyway, good luck on your journey! I'll be keeping an eye on this.
check the proportions
http://www.beginnersschool.com/2015/08/21/sculpting-the-mouth/
good luck!
@Wendy de Boer
Really good point. I'm not really using polygroup yet, but it seems to be a good way to quickly isolate some part, i will try that for sure. Thoses first sculpt was me trying to get into zbrush... now i'm starting to got it !
@Markmars
Good point too. I will pay more attention to anatomy.
@Pain
I'm really comfortable with 2D and concepting, i'm concept artist since 8 years or so. I did a loooooooooooot of environment concept back in the day, now i'm trying to focus more on character/creatures
You can check my artstation: https://www.artstation.com/inexam
Anyway, adding 3D to my arsenal is a good idea i think. I'm messing with ZBrush now, but my goal is to do hand paint stuff at the end. And i'm already comfortable with painting stuff. From what i heard, Blizzard like people who can do both: 2D or 3D ( Or do 2D concept and awesome illustrations ) especially for the wow team.
Final sculpt before retopo.
Definitely learned a lot with this one.
Retopo
All UVs & Bake stuff done. Here some basic values painted on the low poly
I did the UV once again to have something more clean and to get rid of the symetrie form the wolf head on the shoulder.
This is the base colors before detailing.
Something feels off about his eyes. I think they are maybe too wide open or too close together, and the eye whites and irises might be a bit too bright.
More shots and marmoset viewer on artstation: https://www.artstation.com/artwork/vGOx3
I forgot to post the 3D version of my lizard. So, here it is !
You can check it in Marmoset Viewer on my artstation: https://www.artstation.com/artwork/E3XD8
Some of the change was design choice i made while sculpting, but I agree with most of your feedbacks. However i got a busy schedule, and i will not have time to tweak the sculpt
I will sharp/tweak some area during the painting, the sculpt is just a base for the hand painted texture, so i can still make some change/refinement while painting.
Here another view, trying Orb's rendering tricks
Available on artstation (with Marmoset Viewer): https://www.artstation.com/artwork/58nrVW
Special thanks to Rob Sevilla, Christopher Hayes and Michael Vicente