Great work man! I remember this game back from the Sega Genesis days - but never actually played it. This does make me want to do so, although I heard the game can be quite frustrating. Good work overall on the geometry and maps; I agree with Grey about the mud on the bottom of the coat - it's a very nice touch. His head…
- Nothing special i guess, but decided to show it - Sometime ago i decided i will make base mesh cause i have used quite a lot time re-building similar meshes again and again. - Head is part of my project for medium resolution male subdivision surface base mesh. It is built from quads only, and has only limited amount of…
Hi I am new to the forums and am trying to streamline and improve upon how I create characters. So I am working on creating base meshes for a realistically proportioned human characters. I created this base mesh of a head and wanted to ask what others think of the edge loops and general poly spacing. I know I still need to…
Is there any way to avoid this mouth pole when doing a retopo on a DynaMesh head from zBrush? It's producing some odd pinching! First image is my sculpt's retopo and the pinching it produces in zBrush, especially when subdivided (which I plan to do in zBrush for a detail pass). Rest are examples from the Polycount Wiki &…
So these are some of my recent speed sculpts. I am getting a hard time when working from reference, trying to create the portrait of a specific guy, so i could use some advice here. This is Cain from the Diablo franchise, reference: Scultp : now that i look at it again, he really doesnt look like Cain, but here it is…
I understand this is a question I need to ask the sellers of these assets. But I would like to know if someone else has similar problems, and how I can solve them. If I open the marmoset files I get these results. FlippedNormals Eye (Marmoset file) + Retracing On. Scan store head: (Skin too reflective + Sclera eye not…
Hi all. Been trying to learn head/facial anatomy with the long term goal of eventually doing full characters for animation. I used Robert Pattinson for reference and tried to focus on trying to parse masculine features (supraorbital ridge, masseters, more prominent chin, less-rounded features) rather than fail at a…
Have any of you heard of this place before? They seem to be a consulting firm of some kind, like a pseudo-head hunter. They contacted me in regards to a contract art position available at Turn10 studios. While at first glad to hear the news, I'm a little apprehensive when it comes to dealing with head hunters like this.…
I'd say that the larger forms (contours) of the head are incomplete. Take your sculpt down by one or two levels and you'll see what I mean. The bridge of the nose is never that straight. The nose itself needs to be separated out into the three masses that forms it - the two nasal wings and the nubbin in the center. The…
I know only for two modeling techniques that are proven to work reliably well for most people, one is edge extruding, and the other is box modeling. I personally never felt comfortable using box modeling, but now when I am trying to do a model of the head (not realistic one) that I don't have full reference supply, as in…