Thanks a lor for the input laperen, thats what I love about PC :) What you said about 3D art is just what happened to me. All the fancy materials shaders and post-processinf effects look so delicious at first, but in the end they did not make my "crappy" art look better, thats why I am heading back to the basics. I noticed…
Day 2: So over the night I decided to make a program that would generate triangles, 'rotate' them and make them spread out so it look like an explosion. I created this in around 30 minutes in a language called processing, mainly because it is quite easy to create the effect I wanted with toxi's toxiclibs library. Here is…
Thanks for the feedback. There is no color picker yet but that is on the todo list. If I understand your question correctly, you can define depth via the Bump map type. Set a bump value higher than 0.5 to push out, and lower than 0.5 to push in.
This is overall a super nice read. One thing that's bugging me is the nails get the same height variation as the wood - seems like they should just be flat or maybe wobbly in a less defined way? Like this one having that big indent across it is pretty weird:
Alright, heres an update, ive worked both the model and the textures a bit, still lots to do, i got some details that i havnt had time to make a pass on and some more model work to do, but its definately looking better imo!
hey KarlWrang, thanks for the comment. That helped alot! ;) I focused so much on ZBrush that i overused it,... kind bad :D For the next assets i'll try to create a more defined style. (and also without or only little use of ZBrush) Thank you
this looks so good. the concept and the modeling is solid. however i think you should play a bit more with the spec and gloss to define the materials better. may be also have more dramatic/contrast lighting ? right now everything feels a bit flat.
The UK is the world's leading producer of pregnant teenagers, so "youth" 10 years ago could have already had a 5 year old child. It sort of depends on how you define youth, but yeah, the math there didn't seem right to me either.
Here's a quick WIP. Did a little sculpting to define the major shapes and some test bakes. Still deciding if I want at wear and tare in zbrush or otherwise.. As for textures, I'm planning on adding decals and details that would fit well with a hard partying lifestyle...
or even just overlay a side view and front view of a skull in photoshop and you will see where your sculpt is too squashed or stretched. Once youve got that basic shape defined then start to customise it to make it look like the actual guy :) good luck!