I actually had a lot of reference pics but I'm not sure if I could post them here without getting into trouble. I did, however, get permission from Erick Altensleben to use his Viking Axe concept art. Below is my main reference image for creating the base 3D model in 3DS Max.
Alright. Here is the new low and the high sculpt. I didn't Zbrush this from scratch if that's what you are thinking Erich, it was just used for the minor detail and some of the larger detail as it is more efficient than Sub-d modeling. I will be unwrapping it later today and then running it through some test bakes to see…
EricV: even though we don't live far from each other ( i could meet him every day by accident just 5min from home) i've never met him and only worked from his concepts supplied by bluebyte, strange digital world :P thank you very much guys :)
EricV - thanks man Shep - Jowl updated dehebo - Just started reading the series recently actually, and ya he did need to be beaten up a bit, he was still looking too "greenhorn". Another update, doesn't look like much but most of the work was in the detailing. Appreciate all the crits, keep em coming.
Ye you need to unwrap and texture it for sure. Its pretty easy/quick to do for characters, find a good tutorial and follow it, a good texture will help a million times over. However, as Erich said, theres a few bits on the modelling side you will want to fix as well, and that needs to happen beore you UV.
Slight kneejerk reaction to changing up the classic UT map Phobos which was a space station into giger but nevermind that :) The name "Phobos" is what inspired you and yeah it does sound Alien scifi like so I can see where you're coming from. It'll probably fit better if you called your theme something besides Phobos when…
It is about growth........yes some of the comments in this thread were a bit harsh....but i feel where very warranted.....the advice that was given here was really good! i mean if i ever make an organic character again ill defiantly revisit this thread to get some pointers but it is for the passion that we do this, we are…
Okay, I'm all packed, see you there if anyone is going? Got these talks penciled :thumbup: (Epic Games), Ray Davis & James Golding, Game Engine Content Pipelines: Challenges of Real-Time Entertainment (Ubisoft) Raphael Lacoste, Art Direction and Image composition in the Open World videogame Franchise Assassin's Creed…
Scale on engine import oh god @kio I can imagine the pain. I wonder how the texel density work in that scenario. @OccultMonk woah no no mate 200 generic units (system units set to 1unit =1 meter) I do it for all my work, 200 units for me = 2m (200/100=2m) in Unity. Like I said I either scale it down before export or I…
I'm happy to finally share some renders of my latest WIP character that I've been working on, and will definitely update the clothes and the body later to update more renders of the whole character. I started sculpting the mesh from scratch in ZBrush to polish my skills and focus on human head anatomy, wrinkles, and…