Hey everyone I have been working on my final major project for my Masters in Game arts. Here is how the scene look right now with some of the references i have been using. I am open to any critiques that you guys may have upon the scene. Thank you!! the scene is mostly inspired from the amazing concept art from Marina…
Trying to challenge myself by doing environments rather than props for this challenge-- I'm enjoying it so far but this sculpt is also killing me inside a little :#
Added boots and did a bit of revising to the face; the eyelashes have been given some sculpt data as an experiment to see if I can get them to stand out more. If I go with that though, it does mean that the some facial expressions do need to be tweaked/resculpted but I'm ok with that if its a good looking result. leg/boot…
Not sure how to describe this, but I'm getting some really weird results out of xnormal. I did a hipoly sculpt in sculptris and used xnormal successfully (the 1024 file attached) but later decided it needed more work. I resculpted from scratch, and the mapping went all to hell. I did remap the UVs but that didn't help…
It costs about 2 and a half thou... but unlike Z it takes like ten minutes to learn, and you can sculpt right away. The cool thing is the tool is touch forcefeedback and you can use that in max and maya and rhino. You can touch models and its so robust it will just hover there if you leave the tool on the character head,…
Looks like you are off to a good start! Sculpting in a pose is not a good idea if you are trying to develop. The best and most rapid way to advance is to use great reference and great 3d reference is the best. Rotating the reference model around while you work is ideal. Making you own model instead of using the reference…
@SamLoboda really cool would love to know your process - do you do any sculpting to get definitions or do you "just" make a low poly model and paint straight on it?
I'm not much of a concept artist, so I usually model from concepts that have already been created but I always concact the original artist and ask if it's alright if I plan to show it (if I'm just arsing around for practice, I don't tend to bother) and I always credit them where possible. No one I've asked has told me to…
thank you so much for the kind words of encouragement everyone, i'm going to do my absolute best to bring her to life! :) ~:Week 2:~ ~High Poly Sculpt.Blocking out.Sculpting.Polypainting & Photoshop Mockups~ for my base mesh, im reusing the one i made for the brawl challenge, its very simple, but its been good to me and…
Just popping in to say. Tech limitations are an absolute must. I don't care about seeing un-optimized posed sculpts, or making them. Working within limitations is what makes game art great.