It's not so much I want to sculpt on it as I wanted a mesh so that I could move points around very quickly and make a new head. Perhaps I should try to space them more evenly. And thanks for the tip about open edges. I just noticed I left a vert unwelded on the ear...
First time using Substance painter made me revisit this work only every once in a while. Though I'm okay with leaving this as it is now, I wish I had chosen a smaller project, because out of everything I made in this, the sign with the pretzel was the most fun to make because I was done and satisfied with it very quickly.
Since this is a cathedral for the Blood Angel chapter from the Space Marines in Warhammer 40k, I thought it would be nice to get a red color scheme down. And to be honest I kinda like it, and if it looks weird when everything is done then it shouldn't be a problem to quickly change the color. :) Maybe it helps if I…
Hello, Unfortunately I didn't have much time today during lunch. I looked at the video Calabi posted and quickly tried that technique. Works really well! @EmAr: Tomorrow I'll get some reference and do the mouth again :D @Calabi: Thanx for the vid(!), and i'll have a look the nose hopefully tomorrow.
Yeah, don't make this a continuation of past conversations. Not off the top of my head. I figure you want to re-use pieces as much as possible and use something like substance designer to quickly generate materials. I saw that the OP is using DDO, I don't know if that's as good for batch processing textures as substance.
Agree with the timing issues. You say you're using Maya, are you familiar with the graph editor? Messing around with curves and points might help you in getting things to move more reliably. On particular parts; the head moves too quickly while falling, the hand is held for too long. Is the final movement a spit-take?
Yes, you can mask out certain areas to have certain colors, and you can also go in and adjust the base layers while still editing in dDo. For me the best part of this is quickly generating a base texture which you can then work from. It's like starting to sculpt from a base head instead of a sphere.
You are subdividing your creature way too quickly and getting in to detail when you should be focusing on major shapes. Its face looks like a sloppy pile of pancakes. Your first concept also looked like a 90% rip from Cho'gath from League of Legends, glad you changed it. Keep it up.
I like the idea of being able to throw together a rough model when inspiration strikes, but I'd rather see something more like sculptris on the iphone. I guess this still could be useful if you see something cool that you want to block out quickly, but I don't see too much use for this.
Maybe, but just maybe they are using zdepthbias to blend inbetween meshes, there's also the possibility of projected uv mapping for parts of the mesh, so when you quickly place an object it could have a "skirt" blended there. There's another possibility which is world coordinate projection. We hand placed skirt meshes on…