[ QUOTE ] If I read the first two chapters of a book, and it's doesn't interest me, I'm don't continue reading. [/ QUOTE ] Difference here being I bet you don't log on to a novel-writer's forum and declare such-and-such book as being a "wankfest bag of bullshit" or whatever based on the synopsis of a chapter or two.
Awesome work man...great control of surface tension and continuity...I wanna see the rest of that goblin so keep posting updates don't know how you are pulling off all those overlapping shapes in that bust without zbrush rippin apart the mesh or flippin out...good stuff!
Whoa numerous models nice. Is that spline modeling? I am loving the edge flow you have going on. Should show of all the models seperatly but that's just for eye candy purposes. Nothing much to say you've got it down as far as modeling goes. Keep us updated as you continue.
Um, the big news of the day? http://www.eurogamer.net/article.php?article_id=63647 Publisher Ubisoft has announced that it has acquired the full set of IP rights relating to the Far Cry franchise, which was created by German studio Crytek, in a move which will allow the firm to continue developing games based on the…
I'm sculpting an Orc inspired by the dark fantasy series by Bjorn Hurri. It's a blast and fulfilling to be creating some fantasy-inspired work. I'll be polishing it more and continuing to post my work-in-progress to my sketchbook here: https://polycount.com/discussion/206688/sketchbook-vincent-khornebread-barksdale#latest…
Nevermind, a colleague just confirmed my suspicion. It does not translate over, but any additional information on this or if you have any ideas how to achieve more depth without resulting to just modelling the geo as such to better represent depth would be much appreciated. I will continue the research :P
Definetly try to avoid a lot of thin polygons. Most of them arent even very visible. About that wrap, try to do one continuous piece instead of multiple rows of polygons. Low poly models dont have to follow the flow of the high poly. Hope this makes sense.
The scratches are continuous on adjacent but non coplanar surfaces which doesnt make sense. The dirt is very random. Edges are kinda sharp but it could be due to the excessive sharpening. Definetly loose the sharpening. If you want feedback on the model i suggest posting some wires and the uvs. Good luck!
No that's ok. In practice, all the various fundamentals will impact most any art discipline. That's why they're called fundamental. The foundation you build upon, and continually refer back to (and keep learning about, it never really ends!) These resources might help you http://wiki.polycount.com/wiki/Concept_Fundamentals
A more complete work i just finished, for now ... Tried to proceduralize the textures work on Hots, and found some good node on the process. I will definitely continue in this way too found some other good pipeline. See the full result Here : https://www.artstation.com/artwork/QzLJkx