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TLDR:: If you just get some turn around renders and post the images in the post, you'll get better feedback. Do studies, use real world reference and keep going. Also books. Hey, its a good start! The first bust has interesting shapes, add in some shoulders and start working on the shoulder girdle to see where it…
Hey all! Trying to get better at posting my work on the internet and thought showing my progress on a project I'm working on here would get the ball rolling as well as give me a great opportunity to get feedback on what I got. I'll be adding on a bit about the phases of the project (i.e. reference, blockout iterations,…
Someone said find something you'd do for free and make it your job. I think I found it, but we'll see. https://www.cgtrader.com/3d-print-models/art/sculptures/classic-art-sculpt-female-torso-and-head
Hello peeps, I'm trying to understand how to mimic the striation detail in the curling wood. I understand the sculpting to get the larger shapes but with the small intricate striations running through one another I'm wondering if it was hand sculpted or is it possibly using an alpha or an alpha in the surface noise. If it…
Neat progress mate, I bet you're learning a ton just from tackling a full anatomy sculpt and that's always exciting! Incoming wall of text. ;) I think you're dealing with perhaps one major issue at the moment, but it's something that is resulting (and will continue to cause you) some additional problems. Right from the…
I want to try using the Wrap3d / Texture XYZ workflow on a head sculpt, where it auto retopos your sculpt to one of their meshes so you can use all the texture maps but I'm not sure how I would put the head back onto the body whilst keep all the maps and same topology
I can't seem to find a way to do this. I want to bring in quad mesh in, do some minor sculpting on it, and export as the same topology with the same UV's. I can import a mesh with quads and UV's as a paint object, but to get a paint object to sculpt room or too retopo room and then to sculpt room it always seems to get…
Nice character! When sculpting the blank try and relax the pose. Feet apart and splayed. Hips slightly forward, arms 45 degrees and hands relaxed and or fingers splayed to combat the rake look of the fingers in the end result. With the hips forward turn the figure to the side view and balance out the shoulders (backwards)…
Hi! i'm having a go at this character concept done by a friend of mine, I'm trying to do a full character in a sculpting workflow. I've finished the block out up until now and I wanted a second opinion on it before I head to the next step. Any feedback is welcome!