hi, apologies this is a double post, but i got no crits from my thread and i'm desperate to get some advice on this, and was hoping it may get more attention here. i am stuck on the shoulder, i tried a few different approaches but i kept coming back to this one (my original attempt) , will it be OK for animation? or will…
Lot's of cool stuff in here. I recently attended a sculpture workshop with Jordu Schell. It was pretty awesome. This is what I had at the end of 5 days. On day 2 I scrapped it and started over from scratch, armature up and on day 5 lopped off the head and started that over so it's pretty rough. I plan to sit down and…
PogoP - That is looking really nice, excited to see it when you dress it with the props. And I am loving all the hand painted WoW inspired busts! felipefrango - Really like the style you have with that piece, only things that seems off on initial perusal would be the mustache which is popping a little and the texturing on…
D-d-d-d-d-d-double post! While uploading my portfolio to a new site, I saw one of my old jungle scenes and thought it looked a bit crap: So I spent an evening making it look less crap! Since those last screens I have also added some nice texture blending and vertex paint to the statues to grunge them up a little :) Edit:…
daphz: Love the sculpt, but I think you could push the texture a lot harder. Maybe add more subtle color variation in general and check out more cavity-type definition on the metal bits. The white swirlies on the dress look pretty painted on, and I think the different elements are all contrasting a little too hard with…
Hey everybody! Brand new to Polycount here and I just have to say everything I saw in this thread just blows my mind. I've got my finished ArenaNet application to show. If it wasn't for the fantastic community here I never would have been able to complete it. It was only my 3rd time using Maya, my first time using ZBrush,…
Hey guys, I have finally finished a project I have been sweating over since before the Christmas break. I had a blast working on it but I am so glad its over. My goal was to create a cinematic res character that would render realtime in Marmoset. Enjoy! If you have any questions or want to see some more detailed shots you…
Hi everyone, I've been lurking around on this thread for several days now and I'm amazed at the awesome stuff that's being made here :s. I decided to gather up my courage and start posting my own work in hope of getting some feedback and improving myself :) This is the work in progress of a cartoon headbust I'm making; I…
GoSsS - That is a sweet design, its a great balance between a cartoon/comic book style and a plausible design. I'd be intrigued to see a whole character. Xoliul - That car reminds me of hours spent playing GTA 3. Tea Monster - I'd say your on the right track. Do you have perspective turned on in zbrush? ('P' was the…
A little of both. The one directly under the top-most vertebrae even shares a few polys. This is more noticeable in the back (unseen) I'm not 100% sure, but I generally expect the flatter an area is, the fewer polygons it needs. Conversely, look at your model's silhouette, if you can clearly see polygon angles and you have…