Some great, extensive comments on here. Just a note on presentation: I know these aren't final pieces or anything of that nature but watch the white space when posting images for people to look at. All of the white space you have around a lot of your sketches isn't necessary and it takes some focus off of your drawings.…
Quick concept. I'll need to explain i few things. his nose pokes through the front of the mask(tip of his nose is painted black). The cape/sash is supposed to be symetrical but I forgot to draw it. The skulls on the cape are partially flesh covered. The trim should be spiked all the way down(forgot again). Use/discard…
Yeah it was imported as 2 static meshes, one for all the small squares and one for the trim that goes around. I offset the face a bit more and the flickering happens from a greater distance now which is good. I did a quick google search on z fighting, it seems that there probably isn't going to be much I can do to…
Thanks for the crits so far guys! I'm working on a simple design for the bottom skirt area, don't want to go too crazy. I had some other designs for it, but I want to see how this turns out. I sketched out some concepts for the mid section; the bottom belt piece, the crystal orb buckle, the cloth and a skirt trim design.
thanks ! oh yeah musashidanmcgrath's video looks awesome and not expensive, i started pavlovich zbrush intro (the free one) and i'm near the end of it, i've learned a bunch of stuff but the video is old i guess he is using an old version of zbrush, it's where i learned those hpolish and trim dynamic brush that is very cool…
Thanks everyone, I'm glad you all are enjoying it. I appreciate all the feedback for sure! @Iciban - I did it by using the clay tubes brush to rough out the shapes of the bark, then it was kind of a combination of masking off certain pieces of bark, trim dynamic on them, and using the Orb cracks brush to cut some detail…
Sometimes if I need a precise slice through my mesh (usually along a nonplanar surface) I will build a curve, then use Edit Mesh > Project Curve on Mesh, then Split Mesh with Projected Curve. I can then trim away the parts I don't need and fill in the hole. There is a bit of cleanup involved but it's not used frequently…
This looks great! I think the texture could benefit from some subtle gradients. Maybe the skin around the horns could use some color or darkness to ground the horns a bit more. Also, the the thickness of the upper portion of the sleeves looks really thick. The trim almost reads like metal or plastic. In the concept, it…
@gsokol I've thrown one of the characters I have to hand in and she is looks to be pretty much the right scale compared to the game character in this screenshot. I've also reduced the height of the path trims by 70% so they are a lot more flat and made the blacks in the middle section a little less bold so they stand out…
This tutorial is good,learned most of the stuff from this website. http://www.philipk.net/tutorials/materials/woodrough/woodrough.html First I would sculpt basic stuff like damage using trim dynamic brush/mallet fast then I would use projection master to draw wood grain and alpha texture for making that round shape on the…