Increasing rez+enabling projection works...however...it doesnt help me work the way I like to (I dont like sculpting blockout stuff on high rez geo)...doesnt make sense to me. Ive basically come to the conclusion that im going to detatch the fingers+toes...deal with that later...even though I prefer to work on things as a…
@jpr I'm glad you like it! to ask your question I usually take my dynamesh blockout and start masking and extracting the pieces with 0 thickness that way is easier to clean it up. using the zremesh feature I try to keep them as low poly as I can, taking down the slider a lot if necessary. That way I can still tweaking some…
I think what sonicblue was alluding to* was to spend a little time at least getting a blockout of the rest of the room. Right now, you're trying to solve a unique form without reference to the forms around it. (like drawing an action pose but detailing the toenails before sketching the rest of the figure) You're going to…
Hey man, just chiming in here, since you seem to actually listen to people's crits (good job): I would really not try to model in too many panel lines. They're messing up your flow, just do them in 2D afterwards, you'll get them sharper on your texture even. As for the flaps and rudder: don't model them as a single model…
hi , during a blockout phase where we tend to change proportions and retain uv`s there will be detail lines painted on models. Since proportions shift "Preserve strokes" doesnt work for what we`re doing so disabling it logically made me believe that it would just keep everything stationary on the uv as it was. After doing…
Hello people ! It is the result of some study I´m dedicating my time last months. Inspired in Xavier Ward concept - https://www.artstation.com/artwork/lyRWG It was very exciting and gratifying to study pipeline to games. I discovered how powerfull can be the Blender, and confirm that it is always incredible to work with…
Hello! I'm currently studying Computer Games Modelling and Animation at the University of Derby. Finally decided to post and thought I'd start by creating a sketchbook. Crits are always welcome! Right now for my modules I have to complete 2 environments in 12 weeks (plus 2 weeks extra). One of my environments I'm trying to…
Hi guys, I'm starting a new project, it has been too long since I last did a proper scene! I'm recreating one of the most iconic scene of my personal video game experience, Pre-searing Ascalon in Guild Wars. I played this game for about 9 years straight, and really wanted to give it a go! It will only be a one month…
Hey everyone, Working on a space marine helmet with some missing panels and exposed frame/internals. I want to make a helmet that looks much more high fidelity while maintaining the iconic shape/first read. Here's my concept/orthos, I referenced the original models, along with Ted Beargeon's and Mike Hill's work when…
//EDIT// CURRENT PROGRESS //EDIT// Hey, Polycount. I'm working on a character for my portfolio, and that character is General Triplescar, by Ruslan Svobodin! I started with a body blockout and the head-sculpt (the fun part!) still not sure if I'm gonna do his sideburns with polys or cards... now I'm moving on to modeling…