The last 3 post look great. Cool stylized sculpt ya got going. I'd like to seem a better quality lighting, but the lighting looks really good. Kinda mirrors edge-ish. The black and white "marker lines" look great.
here's my current exercise in patience. i gave myself time till the end of the month to finish the sculpt so i am posting the wip here to motivate myself to get some progress on. plenty of things need adding/changing. must.not.waste.more.time.on.the.mountainbike :)
you mean strips or sculpted hair? because at least i do them differently: here is how i did the strips for storm, pretty straight forward, just a quick n dirty walk through but i guess you get the point. for sculpted hair you could use shell to give em some thickness, or use zspheresm our just drag them out of the head in…
prophecies - lookin good, latest render is a big improvement raven - ahah fckin sweet love the sketches rollin joe - <3 Thanks for the comments and feedback everyone, I made a bunch of sculpt changes and did another pass on the texture today. Brought her into max tonight and started playing with renders and some photoshop…
Wasker, that looks awesome. Pior, can't wait to see that fully sculpted :D quick sketch of cody while he sat across from me at the thai restaurant where a bunch of us are here sketching (and Emil's getting art lessons from gauss)
I need a bit of critique on this tree. It was initially a test to see if I could manage to get something that looked like a tree. Should I keep working on it? (currently retopologizing it). The remaining detail (the bark, etc) will be added in the normal map, as I can't sculpt it.
Neox : Thanks for showing that vid. It was really informative. The mixture of tri's and quads I am guessing is to bring more support to certain area's of the mesh? Since the HP has already been sculpted it doesn't have to stay all quads....is this right? Thanks again.
some very rough stuff going on, but I'm figuring out a completely new workflow for myself. Concept in Sculptris -> 3DS to clean up, do low poly + UV -> Sculptris + final sculpting + base diffuse -> 3DS Bake normals/AO -> Finish textures -> Unity
Hi all, Just discovered this amazing site last week and had to join :) If anyone can give tips on what to fix or add to my dragon that im creating for a fantasy sculpt competition it would be highly appreciated :) a bit stuck atm here are a couple of screens:
doc rob - Awesome thank you for the advice! Yeah :/ the head ended up looking really blobby. I have a lot of trouble with applying myself to sculpting, my ordinary modelling experience doesn't really help me here haha. I'll keep on trying!