Your biggest problem is subtlety, or lack of it. And that comes from your current sculpting technique. You're jumping straight into detailing before you've got your primary and secondary forms locked down. In the case of the human body, your primary shapes will form the silhouette, and you'll want to work at a fairly low…
Not bad man, here are some things I notice off the bat. Granted, I'm not sure what sub-d level your at, so you might be planning on fixing some of these issues soon anyways. Anatomy issues: -wrists too small -the brow cheekbone, orbital nasal folds, chin need to be defined more. -Mouth looks a little narrow -Nose and mouth…
[ QUOTE ] Again, know the rules before you break them. I'm not even going to argue about this. I stand by what I said. Take it or leave it. "Look like SouL has his nose too deep i nthe Loomis books..." Hey thanks for the personal attacks. This is the reason why I've dramatically lessened my posts on this forum. I try and…
yeah I think John_Warner nailed it. you need to focus on the large forms first, making sure the figure has a nice rhythm, balance, and weight distribution before you even think about adding and medium or small details [ QUOTE ] What's with the aversion to triangles? Is someone standing over you saying they're absolutely…
Rockstar Games is looking for an Interior Artist to grow our Interior Team. The ideal candidate will possess exceptional technical 3D environment skills and the architectural/design knowledge to be able to benchmark interiors with finesse. The successful candidate will bring cohesion to the process of generating interiors…
Next gen will be less about a graphical leap than ever before. Sure, the hardware will be much better, but the initial graphical leap in game tech and art will be imperceptible next to current PC games like Battlefield 3. So what's the selling point? Certainly Sony can't put out a $900 PS4 and expect anybody to buy it on…
Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…
Yea I agree any custom rigging I do is always along XYZ, then once it's all rigged up and is a functional skeleton it gets deformed to the bind pose. Just like the mocap pose doesn't need to be the same as the bind, the bind doesn't need to be the same as the rig default. Hands and fingers are probably the most note…
I would agree your topology is not the problem here at all. Right now you are having difficulty defining shapes with zBrush. You need to go back to the basics and do basic anatomy studies, in this case, the face. Start with small sections, instead of trying the whole picture here. Do the area around the eyes, or the mouth,…
# The Object i use to paint with, is a Hedra(octa) and so far i lose big time undoing&redoing paint strokes because either i get unpainted portions, either i repaint twice resulting the intersection of the objects(hedras). i can make straight movements with the mouse, but i cant always make perfect horizontal movements;…