I posted a while ago with the 2D concept of my character for class. I've since brought him into ZBrush to start sculpting. If anyone could offer some critique before I continue, that would be awesome. This is the finished Concept: Here are his current sculpts:
I work in television - core hours of 9a to 7 p. hour lunch taken between 1 and 3. Crunch times can last as long as 18 to 20 hours. No overtime pay. No vacation, no sick days. They look at us as Freelance but we are required to show up to the office every day and put in the mandated 10 hours. If we miss time we get our pay…
damn excellent stuff there bobo, the only part I'd change is the hands and feet, the contrast between fur on the arms and legs and the hairless hands/feet seems rather too instantaneous. Adding some loose/stray/dispersed hairs may help to break the contrast.
I want to create a near future sci-fi city environment. I assume walls, side walks, roads, and anything "blocky" won't require a normal map baked from a high res mesh. But what about street lights? Fire hydrants? guard rails? manholes? display kiosks? This may sound like splitting hairs, but doesn't EVERYTHING look better…
ok so first of all you take the high poly model and go to colour>batchbake> options box. Set the colour mode to Occlusion and fill texture seams to 3, change the resolution too. When this is finshed baking it automatically assigns it to the incandesence channel so break that connection and assign it to the diffuse channel.…
Both renderers can do great work. I have found V-Ray to be faster when I have many lights in a scene, for example an architectural interior. For your example though, either renderer would work fine. It will take some time for you to get familiar with which settings to use, how to set up your lights, and how to adjust your…