Hey folks, posting a little late but I had to show something! I spent my weekend sculpting the base figure from the second concept, the samurai woman. Still tweaking some of the the features on the body, the knees, calves, and torso need a bit of adjustment. I'm planning to change the face quite a bit before I settle on…
@Ouran A very good tip. I would probably have changed the folds on the arm to look more like this. And made the shoulder a bit sharper, in general a lot of angles should have been sharper for a bit more stylized look. @Suba Thanks man! I liked the grey hair too, but it didn't really fit the personality I had in mind. I've…
Thanks a lot for the info guys, definitely some solid stuff to keep in mind. I did have some color variance in a few places as you said (blueish tint around beard, yellow forehead, red nose, redder joints, etc.) but I usually drop my layers where I add that stuff to an insanely low value. Maybe it turned out a little too…
Allegroithmic put together a great "intro to PBR materials" https://www.youtube.com/watch?v=S1A0YqdRhe4 Even if you are familiar with PBR, its worth watching, they drop some good knowledge that even pros might find useful. The biggest thing I see with your materials is that each material seems to be done in isolation and…
You've got some stretching at the top of your knee/calf armor. You really need to rework the head - the painted on face is not a good idea, especially since it's sharing a texture with the rest of the body, so animating the face with texture/UV swaps isn't ideal with this layout anyways. It's a bad idea regardless, but…
My recommendation is to step back and do some grayscale paintings of smaller scale. Instead of doing a super bloodthirsty hell beast with wicked awesome armor, do a grayscale portrait. It will help you learn to use your values to portray your shapes. Working in grayscale will also help to not have so much distracting you,…
Brad : this Uv transfer thing has been available in Max and Maya for a couple years now, it's a bit sad that many users don't know about it (even at pro level) To reiterate what Podman pointed out : So let's say you have an object with messy UVs, let's call it objectA. Make a copy of this mesh, called objectB, and give it…
@ LRoy yeah, i tend to get better forms with LP, once i bake i push and pull until it looks good. A lot of people have problems with HP looking blobby, myself included in some areas. @cholden Thanks for your words chris! --- For those of you who read my big post about the project itself, you know one of the inherent…
Hey guys, I want to share with you the personal project I'm currently working on. My idea for this project is to create a stylized game ready character, kinda similar to the dwarf I did previously, but this time I want to expand in the complexity of the character, but not only that I plan on creating a small action scene…
i recently finished this sci-fi soldier sculpt in zbrush 4R4. An animator friend has expressed interest in rigging and animating it. I'm kinda at a lost as to the steps involved in the process of making my model rigging ready. my subtools are between 1-3mil polys in dynamesh for details and he uses maya for the riggging…