Amazingly nice work Kevin. The amount of detail is gorgeous. I too am curious about how long you get scheduled to produce pieces like this. I know it would range depending on the scope / size of the asset. I really would like to know how much time you'd expect to get though for completing these pieces. Also are you given a…
Since you already have the sewing pattern, you could try the Cloth modifier. Trace the two shapes with splines, apply the Garment Maker modifier or Subdivide set to Delaunay, copy (edit: reference) and arrange very roughly like shown by Eric, define the connected seams and simulate in place with some internal pressure. If…
Recently I've started a new project, with the purpose of adding a proper hard-surface model into my portfolio, since my previous hard-surface models have been kind of amateurish in terms of the quality of the high-poly modeling. I also wanted to learn hard-surface techniques in ZBrush, like ZModeler modeling and the Live…
For anything organic I just start in Zbrush and rough out a form with dynamesh or whatever works. It's a good idea to GoZ it at some point into a modelling program to get the scale set. I export a decimated version to build a low-poly from using 3dcoat (or any modeling application). For anything hard-surface, modular etc,…
Because that'll just create a basic phong material, which is a basic representation of surfaces in real life. There's many view dependent, surface dependent effects that occur on surfaces that simply phong spec diffuse and normal can't express.
rafiii Be aware Designer's openGL render is outdated as hell with very dim highlights vs typical modern game . Iray is better representing what will you see in a game probably . And you should look at such material with sharp light to surface angle to be able evaluate it right . Just my extra 2 c. Front illumination…
Testing image to 3d AI, right 2 are AI images from Pinterest, left 2 are images by concept artists (originals shared below). All images were processed in Gemini to get desired results in free version of 3d AI tool. While the geometry is horrible, it can be fixed with AI toplogoy tools like RapidPipeline or even in Zbrush,…
Your distant mountains should just be made using the landscape tool. Since they're far away and viewed through a fog plane, there's no reason to have super detailed meshes. And they're so big that doing a unique unwrap for them means density issues anyways. Make several tiling textures and blend them using height data to…
oh no what is happening here here's some actual tips for making metals and other hard surface materials: -STUDY REFERENCE!!! when making fictional items, find materials similar to what you want to make and study exactly how the material acts. is it glossy or not? dark shadows (diffuse) or fairly light? it shouldn't be hard…
The harsh truth is that you don't get anywhere with the current content on your portfolio. You need to start learning these things ASAP: 1. A high poly model. Either a hard surface or an organic asset. The workflow for hard surface stuff is generally requiring a subdivisioin surface modeling, and the organic workflow…