Well, if it were full-time I'd say yeah, that is slow. I would not set two weeks for a skull in any scenario really - think of it in hours - thats one-hundred and twenty work hours for what, a prop or a small portion of a character. The fact that you effectively retopologised an existing high poly makes that even more…
Hello peeps, I'm trying to understand how to mimic the striation detail in the curling wood. I understand the sculpting to get the larger shapes but with the small intricate striations running through one another I'm wondering if it was hand sculpted or is it possibly using an alpha or an alpha in the surface noise. If it…
Welcome one and all to the 97th edition of the Bi-Monthly Environment Art Challenge for the months of July and August! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…
I know how to import a references into zbrush. I just decided not to do it. My reasoning is that if I import a references and get used to using it to get proportions correct, it will hurt me in the long run. Sort of like you are tracing over a picture. Thanks for the draw over that really helped. I can see where I can…
Looking really good. It might be a perspective issue but his head looks quite thin in comparison, and the skull shape looks a bit off, and the brow I think needs some work. He needs some more forms coming from his actually skull shape underneath, best way to describe it is by looking at some of the last of us stuff and how…
Late Update woops! I've been in retopology hell since my last post: didn't have as much time as I used to, not to mention Maya deciding to delete whole objects and unable to undo ( so I lost some progress with that every now and then). Finally got through it and now I'm on to UV mapping! Gosh I'm so excited to start…
Hey Phil :) looks like a good start. I think you are working at too higher subdivisions at the moment. Cloth is a lot easier to refine when you are squeezing every last drop from your subdivisions. Same can be said about the head. Just means you are concentrating on your major forms and by lacking the res to make any…
Looking very nice! We're really into nitpicking territory now. One thing i'd focus on is the Zygomatic arch, and how it leads into the forehead. At some point along the forehead a plane change happens, where the skull has a ridge, and then that part is covered in muscle. I've pointed out roughly where that plane is, and on…