@woodesh: I dunno what game that's from, but I'm liking the style. Here's some more bttf Delorean work: Still very much a WIP, but this is after about 36 hours over the past few days. Patch modeling is a hard concept to grasp : /. Headlight/bumpers in particular need lots of work.
Good start, jaw is too hard needs to round out more, under lip doesn't pop in enough, nose has a longer slant at the end, under eye inst as puffed out as his, his lower lip comes out further than his upper, his chin is rounder from the side.
SirCalalot: i think you need a new font, the amount of negative space in that font bubble is a bit too even with the amount of space taken up by the letters, as a result it makes it hard to read and causes your eye to do a weird popping thing where it focuses on one then the other. fightpunch: WIN MORE...I DARE YOU!
I'm an environment modeler so my anatomy isn't the best. I started ZBrush 2 days ago - previously I only used in the past on hard surface prop models for cracks and pores. This is my first sculpt WIP. She's still very low rez to ZB standards, haven't cranked it up a level yet..
yeah not really got in to dynamesh yet Disting, seems like hard work another wip that is not actually bruce willis not sure about the knee pads, might give him gloves and a fascist hat too no proper textures/specular yet, all multi sub body parts at the moment little update on bruce too
I really like the look of it, its maybey just me but i think its feels like the obecjt feels wery hard and the ground werry soft. maybey it sound weird or obvius but i dont mean it material wise just that it doesent feel like the ground and obect doesent feel like it fit tohether in someway.
Asaro head... Ahh, is that what its called? lol. Its still WIP so i'll have another look at the cheeks. Thanks for pointing it out. This study is more about learning hard surface sculpting. Harder to do than I expected tbh. thanks for telling me the name it. The reference I had was rubbish.
planning to do a textured low-poly version of this. dreading the texturing, though... high-poly mostly done, have to patch up some holes and add the remaining visible parts of the frame. some details, too do you see any issues, that features and details of the high-poly might be hard to bake down to the normal map?
Here's something I've wanted to do for a long time, and never thought I was could but after finishing the Hard Surface course over at CGWorkshops, I definitely want to try and do the whole thing. Started with a sculpt I've previously done based on Christian Bale as a base to build the cowl on. Still very rough just…
Hey man, I didn't know you were on Polycount? Giuseppe from Simian Squared here. As I said before, we're extremely honoured that you made this! It's awesome. In particular I really dig your colouring technique, its hard brush at full opacity but you still manage to blend really well. Very cool.