Hi all, this is my first human sculpt on zbrush i know is far from perfect sculpt, but i will do better on next project any crits are welcome, thank you for viewing my post, you also can view the mish in here: http://p3d.in/FIKSO
atomicguppy -- really good progress so far. Glad you jumped in! Right now the proportions are pretty far off of the concept and she is looking a little bit like a dwarf. The dwarfism may be due to her width in the side view being larger than the front view (I had the same issue). I would drop down a few sub-d levels and…
18-24 and upwards at around 1-2M view distance (player perspective) if you want to really dont show faceted geo. As an example you can view my model below. https://sketchfab.com/3d-models/pico-vr-headset-7e423a5949c341aeb19db6a0cf0c3953
I honestly suggest to get rid of the eye that is floating on top, I know people have said they can't see the eye from in-game view. But, think of that monty ward, it is wearing a hat, which kind of obstructs the sight of the eye from in-game view
or even just overlay a side view and front view of a skull in photoshop and you will see where your sculpt is too squashed or stretched. Once youve got that basic shape defined then start to customise it to make it look like the actual guy :) good luck!
Here are my efforts. One is of MoP and qubism's gogglechick. The other is my model. It seems only right I be forced to texture it before handing it off to you poor souls. VIEW ON SKETCHFAB: https://skfb.ly/6sNIB VIEW ON SKETCHFAB: https://skfb.ly/6sOzJ
I'd put your name and email in clear view at the top of your website. When a recruiter is going througu your work, they will remember your name easier when it is in clear view from all the pages of your site, rather then going to the contacts page.
Actually... maybe that's just orthographic view? Whenever I view my character heads in ortho front, despite their looking fine in perspective, weird proportion issues become apparent - sides of the heads too far out, etc... does this mean they're wrong, or...?
the editor camera? unfortunately no, the controls themself are out of reach for the common user iirc. I think you can move it and do some stuff with camera.current, assuming the scene view is the active view, but i'm pretty sure you can't override the default controls.
Looks great, A lil bit too low poly for a FPS view but for a third person view is great, I would make used versions of the texture and a higher poly low poly model, around 3k. good work anyway, it looks very clean ;)