Okay so a quick update, just finished skinning and a quick IK rig.. might add in some spine handles but not too sure. Basically the art director has taken this greybox, which has been quickly retopped (from 50k to 3k) lol so it looks a little different. Now he will make his own film ready rig and what not. Also for my…
Hey guys! I'd been wanting to have something I could offer people at a lower price and to practice molding/casting off of, so Jeremy suggested I make baby versions of the existing chimeras :) I did a few sketches to get an idea of where I wanted to head with this I had a vote on my facebook art page on three designs I…
Next one: This guy was made in the just for the sake of using blender and gimp. Since my school pipeline was 3dsMax/Zbrush/3DCoat/Photoshop, I was wondering is a Blender/Gimp combo would be usable as a substitute of the my usual pipeline. Ans it appears to be quite a powerful combo. Blender pack a serious (but quite…
I am no character artist but I think I could give you some tips on what I should have done. If you are going for a realistic character you should focus on sculpting the character in Zbrush or mudbox to make sure you have right more similarites and then bake everything to a lowpoly character. Right now you can't see that it…
I have a feeling you didn't learn what PBR is yet. Read this. Directly from the Marmoset team. https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ Feel free to ask them questions. They're very helpful people. Your axe design is okay, not interesting, but I understand it as a real life hatchet.…
Oh yeah! I'm versed in both Blender and Maya, so there may be some hopping to take advantage of certain tools while I do the base modeling. From there I will be sculpting and creating tileables within Zbrush. Xnormal and Photoshop for texturing, and finally I will build it all in Unreal Engine 4. I expect my biggest…
Manuel is one in a million tho, also not just limited to env and characters, but also free in style :D i don't think character artists are more skilled than env artists. their focus is just different. They have individual things they need to study. Knowing the ins and outs of archtitecture is no less complex than knowing…
Don't forget that current hardware's leap isn't as big as the last gen's jump in power due to economic reasons. I remember Tim Sweeny urging for the extra power to make a lot of the "next gen" features we were promised come true. But ultimately MS and Sony just couldn't afford to take the same kind of risk they did at the…
Nice. My only crit is that a lot of the muscle work is just a little too high-frequency instead of medium frequency. By that I mean that the muscles suggested by your sculpting are a little too shallow, so it looks like muscles are kinda scratched in. Instead, they should look more pillowy and three-dimensional. I'd…
bbob: true that, totes brought it up a bit (gonna have to bring it up even more i think >_< ) tagobarantino: : D thanks man ^^ slipgatecentral: totes. he looks like poo runnign atm, im blaming the low thigh joints... and how i suck at animating >_> eof: parented the bag control to the spine so it kinda all hangs together…