Hi! Congrats on finishing the project :+1: Presentation-wise, I think currently the lighting doesn't help to sculpt the model's features. Perhaps start with a 3 point lighting setup. When choosing the background, I'd be careful with contrast and think about how it affects the character lighting. I think white background…
Spent some time chipping away at various parts: Worked the cloth (wrinkles, folds, etc) Reworked the gauntlet to be more claw like Added notches for all the leather straps Added trim to some of the cloth Added stitching Added a shoulder pauldron, the upper arms felt too bear and I wanted something to echo the design in the…
I have made some changes and process as I move onto the high poly sculpting stage. Here how it is so far and would appreciate some feedback : ) (Hair will be hair cards thats why its pretty rough)
This is the first character for my game demo. It's the first time I model something for a video game (I come from VFX). Next step: UV unfolding, which is something I actually love to do. Sculpting, then textures and look dev. After this, let's see how it moves in Unreal.
I've been toying with the idea of using alpha on the wings, it's a case of whether I can cut holes in the design that work well as I didn't sculpt the wings with alpha in mind. You're right though, I think it would be more visually interesting with some holes in the web. I might resculpt the webbing if I can't get it…
The Capture for this went remarkably smooth in all honesty. There is just a green film right now as the diffuse, letting then normal and cavity to the work. However the sculpt itself i feel suffers from the dreaded z blobbyness. Its suppose to be done tomorrow night, so I may resculpt it this evening or just rework it…
Thanks for the advise, but I actually already sculpted the hair and did the retopology. I had to sculpt the details on the hair strands... individually. I'll definitely try a more efficient and less time consuming method next time Oh, and I'm using Blender :)
It started easy enough - most of sculpted parts are derived from base mesh anyway, so the topology flow is mostly already there (though the ears were remade). Now it's the question of getting the resolution right. I guess, I've added too much, going to even it out a bit. The point is for it to look good enough at "portrait…
Hello o/ Currently working on a block-out for my final major project for university, adjusting proportions and clothing fit. The jacket, shirt and pants was created roughly in Marvelous Designer and sculpted on top of. I also plan on sculpting the rest of the clothing manually. But so far my plan is to keep adjusting the…