You still have a long way to go - it's like my first 3D work ;) What I wish somebody had told me back then is to focus - it's great to try everything out, and you did that. You should really focus on something you feel you're good at and/or that you enjoy and then focus, focus, focus. There's not a single piece that would…
HI everyone. I finally completed my last project , actually it was a great course from Simon Fuchs. Probably there are many of these out there but I try to add some personal changes during texturing and lighting. The most important thing I got from this is to have completed the project , putting consistency every day. My…
I had a quick scan of your work and a couple of things popped out to me straight away. The mesh density on some of these pieces is unbalanced for what you're calling "low poly". You have areas that are sparse and very low poly, and then other areas that are so dense that they're black. Optimisation will be a massive…
most of the time i get references for jobs that are super small and blurry. That's your job to translate it. No trick to it, just use your best judgment.
Hello guys, today i want to show you my speed sculpt that "went wrong" Here is the end result of that journey : One day i decided to do some speedsclupt and choose Bruce Tim's concept art. I started from a sphere although i wanted to start from a base mesh bust (which could be found in a polycount wiki section) but i…
lookin good for a first bust. id agree with everything mongrelman said, another suggestion id have for you is try and get as much detail as possible in your lower subdivisions before moving up. often times people will jump up a few subds to just get the extra geometry to work with. building up those lower forms will really…
Yeah, blender's snapping function can sometimes be a little tricky so wondering if you tried snap to vertex whilst toggle X-ray to on or edge/vertex slide? (shortcut G x2) Personally I've found most of the time works when an asymmetrical edge doesn't align as expected.
I know a bunch of ways however none of them feel efficient enough for me. Currently I assign materials to faces and transfer maps from Maya, however this just gives me colors to pick with 'select colors', I'd rather have my layers all there. 3D Coat is also OK for it using per poly painting and it has layers and can export…
UPDATE Here is the finished ver,could have tweaked some more but overall pretty happy with the result. My budget was 2500 tri's for this bust (in actual fact in came in just under). Used Basic Translucent shader with reflection at 50% coupled with 1 diffuse,spec and normal map at 1024x1024 Was going to go with a fatter…