It's sot of hard to resist , a subject somehow looks ok at close inspection that way. Same issue you have when draw something on a canvas up close and often need a few steps back and try to catch an impression your work lefts in a corner of your eye. While Zbrush does it automatically since you go from low res to high.…
I think I worked out the problem I've been having. After much brain-wracking and frustration. Partly it's that I don't need to try so hard to make "planar" mean "flat planes"; volume is fine. The other part....Hmm, I think something maybe just clicked in how I'm supposed to look at the reference. Also, I paid proper…
I created two steps (Cubes) and on top of those cubes I created two long rectagulars... the steps I sculpted in zbrush and then in maya I duplicated and rotated to vary.. but i stopped the project there,, I have some stuff that came up that i needed to do.
Yeah just hard to get feedback when you step outside of your zone as it suppose to be perfect lol And your right about doing it again Also yeah i learn i have trouble with my proportion, something i am already working on in my art class so definitely something to keep in mind. And thank you i appreciate hearing that.
Oh man. This is close to home. So I graduated with my bachelors in may 2013, I started my first internship in Montreal the day after I got my diploma and spent an awesome summer up there and then I came home to work on the 'folio. I got hired full time as a jr TD late April 2014. Never stop working. If you want to get a…
On Ornatrix grooms I kept hitting two things: I rebuild the same operator stack on every character, and a fully-built stack tanks the viewport while I'm still iterating. How I've been handling it: * Build the stack in a fixed order (Surface Comb → Rotate → Clump → Curl → Frizz → Detail → Noise → Gravity → Change Width) so…
I've found this "tutorial" on some pinterest a while ago: And I'm fascinated with this kind of breakdown. Does anyone know where I can find more? It helps a lot.
hey cool found your work thread, some really nice stuff here -- are you working in zbrush? do you use GoZ for hardsurface stuff? what's your workflow like? top 5 tools?