The concept is “a desert girl” by the awesomely skilled Hou China https://www.artstation.com/artwork/LRLxgR Hi Guys!this is a wip of a character I have been slowly working on on my free time. I have spent a lot of time on the face but it’s still not where I want it to be. I will continue with the rest of the character once…
Could I suggest a saturation/value gradient on the skin from waist to head? He looks like he forgot his sunscreen. I think a gradient would really help bring the viewers focus to his face.
Ah, a coincidence I checked polycount before I went to sleep, and np :) I take it you mean the Texture Face panel and its options? See the top-right corner of this panel, the small button copy. This copies settings of the active face to all selected faces. The active face is the one that's shaded a bit differently than the…
just got back from the vancouver night of the tour. mainly showing workflow between xsi and zbrush, along with a zbrush demo by one of the pixelogic guys and then a demonstration of softimage face robot. first some tid bits concerning version 2.5 of zbrush. - masks working in projection master - up to about 20 million…
- Is there a way to mirror UV's across a XY/YZ/XZ plane, like the symmetry modifier? For example Let's say I have a 6 sided die, with each face of the die being composed of 10 polys. Let's say I organize the UV's on the 1 face. Is there any ways I can have max auto organize the polys on the face across from it (the 6 face,…
the face is not looking hawt... and it's not a problem that the face isn't looking hawt as much as it is a problem that people post misguiding advice/statements... if it's David - -The nose is too wide from the front and not coming off of his face enough -the eyes are too small and too far apart -the mouth is shaped wrong…
Here's the big ass post: From the beginning: When you make a model for a game, it's necessarily lower in detail than the actual object in real life, due to limitations in real-time render speeds. For example, a barrel might have 24 sides in a game. If the game model were lit in a completely accurate manner (flat shading),…
You concentrate too much on little things. 50% of the likeness is proportions and the next 25 is big shapes. If you nail them, the start of the likeness will be there, even if there are no details at all. Start by analyzing proportions and sculpting out all bones of the face so you could place them correctly. You need to…