Hi! Looks like a cool project! Are you extending the scope past the bust? With the last images I couldn't help but notice the ears sit up a bit high. Possibly this was more hidden with the old hairstyle. Along with what kanga wrote, I would now and then check the model against anatomy references. What can also help to…
Hey guys, I've got to do a girl character for my game. I've got a base mesh done and wanted to start the sculpt. But I got to the point where I was wondering about how to do a flowing dress and realized I havent seen that done anywhere. I know about the issues I'll have with animating a dress, but I still want to try it…
The theme of our throne room revolves around a dark gem, suspended in the air inside the actual throne. The gem consumes whoever holds it, decay and despair surround it. A demon king found the stone and over time more and more demons came to it like a moth to flame, but none were successful in defeating the king.…
I'm a native Max user and I use the make planar tool every now and then. At work though, we use Maya 2009 and I can't seem to find a tool that's close to make planar and I can't scale by face normals. Anyone know how to make a select group of faces flat planar based on their average? Max has this tool, I'm just hoping Maya…
For a character: Build low poly sculpting mesh. Arshlevon has a great base mesh that you can quickly modify for "normal" humans. The focus here is on distribution of detail so you can subdivide it to get good sculpting results without going nuts. Sculpt in zbrush/mudbox Export to Max and finish off hard surface parts of…
That model and the material are bad ass nice work! They make sense because they're reinforcing the material in this case. Maybe a few tris to make quads and put some poles in places that will help deformation. For each added cut you also have to anticipate how it will deform. Not only does it need to help the silhouette…
i have 18 years under my belt doing art, i especially like doing horror, but open for anything i guess :) i specialise in realism and high detailed artworks. i am very flexible unless it is chibi, i might struggle i take inspirations from the old masters in my painting here are two of my sketches the rest can be found on…
Ok I've just spent time in the polycount texturing wiki, and I've developed a war plan. - Pick a logical color scheme (as outlined in the DOTA art bible pdf) - Bake a AO pass with my high poly, decimated .objs - Bake a Point Light pass on the high poly .objs - Hue Shift the Shadows and Highlights on these bakes away from…
Currently my workflow is as follows, close to what you outlined. - Model a base in whatever program is best suited, ie your comfortable with. - Do a rough uv layout to aid in texturing (not necessary) - Bring into zbrush and sculpt-add textures - decimate the mesh (temporarily for this export only to make it more…
Alright this is probabbly all i will end up doing for this workshop, but i wanted to tackle the chain itself. So i started off by modeling the base shape for the.... Thing the chain wraps around. After that i extruded out to get the shape for the chain itself Now that i had the basic chain proportions, i modeled a tiling…