Great references, looking forward to seeing where you go with this. It could have been good to post your very first steps here, to get feedback before heading down the full baking path. I feel like the overall design of the head is not working as well as it could. For example, this head looks like it is well-grounded in…
Have you heard of the loomis and Asaro methods? Of head construction.. should help with planes of the face switching between 2D and 3D might help you there.. I would suggest spending time on areas away from heads like anatomy, musculature, texturing anything else at all that will help improve other areas. When you do…
An opportunity has arisen for a lead artist on a groundbreaking 3D medieval / fantasy style MMO for iPhone and iPad. Good experience of 3DS Max and low polygon 3D art is required, as well as experience creating medieval or fantasy style 3D models and environments. Responsibilities of the post include determining art…
I want to try using the Wrap3d / Texture XYZ workflow on a head sculpt, where it auto retopos your sculpt to one of their meshes so you can use all the texture maps but I'm not sure how I would put the head back onto the body whilst keep all the maps and same topology
This is a dust off / remaster of an old piece that's about ten years old by now (barf, time, why?). It was originally done in UE4 with Quixel Suite for the texturing. This project is special to me for a variety of reasons, but it definitely needs a facelift to stay in the portfolio. I'm mainly looking to improve the…
This is my Wolfman head sculpt, I'm not sure how long it took me but it seems to have held good topology when I put it down into lower subdivisions. I used grab, clay tubes and polish mostly, though standard came in handy with certain details when I mixed it with inflate. Here is an earlier version, shown from all sides…
Gonna necro this thread as I recently googled this exact topic to see what others say. Here's my 2 cents: My personal method is to first guess perspective of the concept, then work in that perspective in zbrush. If I think the concept is drawn very flat, I use less perspective and if its very distorted with fov I use more.…
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Well you do have Transfer Atrributes tool you can easily start off with to retopologize your heads to your sculpted decimated heads. Simple steps: 1. Export decimated / semi-high res sculpted head 2. Import in Maya as .obj 3. Import/load the "proper topologized head" in maya (with the one from zbrush) 4. [can't remember…
Hey everyone! I'm ABR, a self-taught 3D artist about 4 months into learning Blender with roughly 1 month of actual sculpting experience. This is my first major project and I'd love any feedback or critique from people more experienced than me. A bit about me: I'm actually more of a topology person than a sculptor — which…