rollin: too true, but the point is that your stuff looks great. case in point right there, i cant recall ever seeing the nose bridge line extended up past the brows like that, and the overall character sculpt should fit right in (as well as surpass) a lot of the fo3 assets. nice work also neox if I haven't voiced…
Character I'm working on for my Senior Film next year. Base mesh created using Nurbs+Lattice deformers, converted to polygons and sculpting it in Maya low poly then applying a smooth. Never used Nurbs before, ever, and I like how it works paired with a lattice Tail ridges are being redone, and haven't touched the legs or…
Cheers, will get those points looked at :) I was intending on detatching the quads in modo after the sculpt's done, but it turned out easy enough to do inside of ZBrush. I'll thicken up the divide so it's more obvious. I think it's some sort of thick rubber rather than armour plating. Still to do the wrappings and bandages…
alexl: You did the tree-shape with zspheres? If I sculpt small and tiny parts at the end of the branche they deform often in a unwanted way. I did this small scene to show a nice sunset mood: http://www.youtube.com/user/pure3dviz#p/a/u/0/g_Ni21K4Ek0 Otherwise I started some stuff for GDC presenations which I can't show off…
first crack at at a head sculpt in mudbox, from a (rather sorry) base mesh in max, started this morning. based on my "laputan machine" painting. ended up fixing a lot of the anatomy from the painting and boy I had fun. i know now i can handle a full character no problem. it's so much like oil painting the transition was…
BldvNights: How about this one? And a general question to all: I've seen a lot of people use thick polystrips/elongated boxes for their hair. Can anyone tell me how that works? As in - how do you make the strips/boxes, how do you generally sculpt them, and how do you bake? Links to relevant sites/tutorials would be nice…
Heh, well I knew that soudned too good to be true. I'll take my time with it to get it as close as possible to that sculpt then, looks much better then the model on the SDK. Its' hard to work with it cause that's all the clay I've got, so I have to remove clay from some places to add to others haha. Well I'll just continue…
@ thatanimator you are right if i wanted to animate him the eyes would be a little bit tricky at the current state. @ Neox cool idea haven´t thought about this yet - many thanks update EDIT; @Ruz I don´t know if it was worth it ;-) what is TBH? (I only now silhouette,box and poly by poly modelling ) I like the freedom…
James9475: What everyone else said. Really refreshing to see work like that. Some very nice work on here from everyone actually! Bishop: Sexy! Ruz, crazyfool: Thanks! Yes I've just plonked some first person hands in for now that I made for another character. Will sort. sltr0lsson: I did some work tonight. Here's how the…
A little old now, but decided to show this here. Started as a Voxel sculpt in 3D Coat. Retopo/UV'd in 3DC, projected vox details, finished & polypainted in Zbrush. Also trying to get displacement to work nicely from ZB3.5-->Max but not getting sharp results. Any tips in that area would be appreciated. Expressions are just…