Hello everyone, I am working on a character, so I thought I might create the topic for sharing some stuff and getting crit/ideas/fixes along the way. Main concept(by Eryc TSang): https://www.artstation.com/artwork/2nn2y I am doing a realistic version, but that concept serves as an overall idea about clothing. Check out the…
Hey there, I've been here a while mainly lurking but I do occasionally post to help or show work. I've been working on my portfolio as of late and been trying to really push the bar when it comes to area's I can be hired in and also just overall quality. I'm trying to get hired as a prop/weapons/hardsurface/env artist. (I…
Thanx 4 th wireframe. Keep your polygons as square as possible. Rectangular polys (long thin) don't behave well. Wherever possible don't intersect polys. It looks like you have alot of interpenetration going on. You should carve out all your internal polygons to avoid polyfighting problems and lower your model's polycount…
For character work, what I think our guys do is take the lowest subdivision level, unwrap it max or maya, and bring it back into zbrush. Then they switch to higher subd levels and use project to conform it to the high-res shape. It looks the same as the sculpt now, but has UVs! Or they use a decimated mesh. PTEX is a…
@ModBlue "I think this would change the workflow to something like we see in Zbrush. Texturing for example would involve a lot more vertex painting because it takes advantage of the high vertex count and for areas where vertex painting just can't do the trick, texture painting could still be used." By all means, try it -…
In Crazybump, you can load up your normal map and generate a specular map from it. In there, you can adjust the width of the highlights. The map that you will get will have some very dark values, but you can mask them out in Photoshop through the Blend If menu. Afterwards, you can paint a mask for that layer to get rid of…
For hardsurface polygonal subdiv,...well just about any genre and/or technique I can think of across the board, is that basic 3D modeling principles apply i.e. start low then iterate towards high poly Non Destructively. Think about nailing down good habits now, whether pro derived or advanced hobbyist believe me when I say…
I actually "learnt" Maya at Uni and goofed around in a very old version of Max when I was just starting out. But i wouldn't consider myself well versed in both programs. I mostly use cinema 4d (work related) and blender. Here's a few Blender ones: Open VDB Remesh: https://gumroad.com/l/jqLNZ (Gives you dynamesh like…
Best piece of advice I'll offer, is too get into the habit of learning hardsurface techniques and workflows correctly. You're pretty much spoilt for choice if perhaps the less expensive alternative self taught pathway might be another option to consider, because nowadays there's a ton of online stuff available but the…
I've been on the periphery of the gaming production space for more years then I'd care to remember, as a core gamer. Picked up my first game from the corner store in 1977, Atari's version PONG and subsequently recalling those halcyon days of my youth, throwing away an obscene magnitude of time playing the thing. Sat in…