I've got some enhancement ideas based on comparison from source image: darken hair (hitting roots especially i think would add depth), lighten color on lapel/shirt/cuffs to make them pop more, brighten leaves on shirt too with maybe some more on the edges to give more definition. Would like to see the gold on the pants…
hey, here's some general feedback; I think you should search for 'trees' on artstation, and look for trees that you like. Follow the artists who made them (this applies to your gun thread too). Next, see if they have any breakdowns or callout sheets you can study. If they don't, there's a lot of tutorials on youtube to…
Greetings everybody I have experience and am working in the industry but trying to get better. There are huge gaps in my talent right now that I've been in the process of rooting out (never ending battle) I really hope some of my latest personal work will inspire a few of you. Feel free to contact me about anything, I'm an…
I have this tree .ztl in zbrush and all the branches and roots are seperate subtools, in Maya the model was separated and all the parts were imported one at a time, all uv's were in the 0 to1 space and none overlapping. However, at the time I wished to export normals zbrush only exported the normals of the selected tool in…
Hi, I'm in the midst of rigging and I got some advice for a creature's tail - in short, to use a Spring IK. The functionality should be independent of anything else except for the root control - in fact, the supposed desired outcome is that moving the creature would automagically animate the tail. However, I cannot get it…
Hi, I'm new here :) I'm graduating from college in the spring and could use feedback on this portfolio piece. I want this character to reflect the essence of a dandelion. Right now I'm focusing on roots, but I plan on adding leaves as well as I think they are very characteristic of dandelions. I'm a sculpting noob, I…
I wanted to try making a large, outdoor environment with some nice terrain details without using an in-engine terrain tool. I decided to model my local park but I'm not sure if this is actually usable as an in-engine game asset or if there is a better way. I used retopology tools to quickly layout the park over a satellite…
well that is realy basic. -made a basemesh in max with the general shape. -then i pulled out some very rough strains with clay-tubes. -cut in there with Orbs crack brush in the direction of the hair flowing. -last part is using trim dynamics brush to flatten it out and get the "blobbines" out of there. hope this helps :)…
You havent said why you need to rotate the model. If your comp crashes with transpose master then optimize your meshes using zremesher and project all. Merge subtools where you can. Check your naming is an actual name instead of sphere03 or something like that. If it was a game character you only need to rotate the end…
renting. Buying is just too expensive. But I guess it depends where you're from - I saw houses in the US which were MUCH cheaper than in central Europe (although most of them didn't have the same quality - lots of wood and plaster instead of e.g. real brick). Then again I don't want a house to begin with. Not ready to put…