I've spend my morning doing retopology and sculpting some details of the head im not sure if I want to go into more detail on this and make hair etc, or just keep this as a quick fun sculpt and move on to something else
LET MY NAME ENVELOP YOU. SEEK NO SHELTER FROM THE FLAME OR THE TEETH OF THE BEAST. CLOAK YOURSELF IN THE FIRE OF MY WORD AND CAST BACK TO YOUR ENEMIES THAT WHICH WOULD BLACKEN YOUR FORM. This is a process thread for my current project, the manticore mecha from the tabletop rpg LANCER. Current status: Based on the designs…
@3dkyle Thanks man! @tomenjerry @Cremuss Thanks for you guys opinion on the suit, don't believe i'll follow through with it tho since it's the way it is on the concept art and also in other versions of Shiva so I feel like this is more true to the concept and character. @Francois_K Thanks! @zetheros much master piece wow…
Thanks @CrazyMoon ! Yeah, Jonah's feedback is incredible :p I'm working on the cloth now. There's an ingenious method for making worn cloth here: http://www.zbrushcentral.com/showthread.php?177722-Torn-Cloth-Tutorial However I think I think it might be overkill for this game character, although I'm sure it would prove…
A: It looks unfinished, to be honest. The back legs look too plain. They don't really look mechanical. They look more like an adjustable stand or robot legs on a toy. His eyes don't make sense. There's like a huge eye opening, then a black sclera and yellow irises, but there's no room in his skull to have eyeballs big…
Hi so I would like to know what is the best way to texture these walls so it could be used in a game? I have couple "theories" on how it should be made and I would like to know what would be the right or best way. Mind me that I haven't actually done this kinda of texturing before and these are based on all the tutorials…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
When making a character i think it's very important to consider the silhouette. Atm I don't think his helmet's silhouette is appealing and the asymmetry is not working that well. also there is a tangent at his horns. what i would suggest is look at pictures of animals that have horns or characters that have horns and see…
I'm going to go out on a limb here: I think the character Dexter illustrates what was wrong with Darkest of Days. He's a cool character, with a cool back story, great character model, tex, etc. His rigging made me go "wtf?!" His shoulders are warped out of whack almost 100% of the time. I loved the idea that he's a…
this was posted on Newsarama and most of it seems relevant to us too. ONE STEP: PORTFOLIO HORROR by Jim Zubkavich This bi-weekly column is meant to give advice from me and eventually other people in the industry about how to break in as an artist. This will include tricks for the formal submission routes as well as a bunch…