Some musings on geometry in zbrush... SubD- Standard geometry to work with for most people. You have the upside of subdivision levels which allow you to modify big forms in a forgiving way, but the downside of being restricted by your original basemesh. Dynamesh- Dynamesh isn't overly smart, all it wants to do is make nice…
I had a look at the comparison video on their website, and to be fair, that has some more impressive demos. Particularly the foliage etc. Regarding animation, well the way it would work shouldn't be too different to strapping some vertices to a constraint really. The logistics might be trickier, but the principle should be…
Huge improvement! It's looking a whole lot better! There are still a few areas that could use some work. The bridge of the nose and the transition to the eye sockets and brow line needs a bit more definition. It usually sinks in a little more, but this will vary from person to person and also the race of the person. But…
Your lower poly, and in effect your high poly, is stil lumpy and feels basically like your old WIP in terms of silhouette. Are you trying to make a copy of Bagel's paintover? Because right now it still feels like you're trying tos tick to your old guns, or making reasons for it. As well, the jawline should reach the BOTTOM…
I want to say that no matter what, it's all in the portfolio. You'll be fine. I think that most in their early-mid 20's are in their curiosity phase of what they want to do. There might even be that quarter-life crisis that some go through, I know I did. I don't know how the game dev scene is like in Toronto, but I will…
Hey everyone, I decided to rekindle this project! My goal here is to make a really high quality prop for my portfolio, get a sexy render in UE4, and eventually make a little environment for it to live in :) I started the high poly with traditional subD modeling, but since Modo supports PSubs I've been using edge weighting…
lol wat? Are you guys 12? More potential avenues for independent development and publishing is certainly a good thing, having a company with the resources to actually back it up, is also a good thing. I'm sure you guys would prefer Jerry the Hobo down the street publishes your game, for true indie cred, but its just not…
If you want to do a foliage scene, it's not bad to do the tutorial first, since as far as I know it's a fairly standard and generic way to make foliage. I'd say, just make sure after you done it, to grab a couple of references of trees you like, and just make a set of trees/flowers/plants that weren't done in the tutorial.…
I'm 32 married, have a kid and in a pretty stable job, I'd still take a calculated risk but not blindly. I'd be thinking of back up plans and what-if the whole way. Living with someone else might afford you more chances to take on some riskier jobs. If one loses their job you both might be able to float along on the others…
That's not bad at all for a first drawing. But now the purpose to me is not so clear, is it mainly to serve as ideaboard for your modeling&texturing or rather improving your drawing abilities? If it's ideas your after, then you might want to more deliberately express concepts and look critically at what elements you are…