Ok I think we’re all good again. Vanilla pushed an update recently that borked things a bit. All fixed now. If you notice anything out of whack, lemme know. Thanks @Klunk for the heads up.
Starting the sculpt for the dragon's head and taking some liberties with the concept compared to the anime, I'm heading to a sharp head and angles since the dragon is made in ice
@kanga Thanks! I've been working on blocking out some of the scene. I don't want it to be very big, and i think just want it to focus on the tree as a center point. I struggled with blocking out the scene in UE4 with basic cubes and wasn't really getting anywhere - then I thought about trying Adobe Medium. I have a Quest…
Subdivision sketch: Hemispherical helmet. This is a brief look at a few basic strategies for routing topology around cut outs and panel lines on spherical [and ellipsoid] surfaces. Note: there's several different ways to structure spherical geometry. Since this write-up is specific to basic subdivision modeling only basic…
Well the thing is I'm making a soldier, with randomized heads so each head would have a different face texture...maybe 1024x1024 plus the head is a 256x256...
The top of the head should not expand over his ears. His ears should be placed half way between the front and back of his head thus the back of his head needs to go back.
Thx guys Killaball: conte said "make head smaller" and I'm not basing it off my head. I meant a character I made up from my head/ imagination. My apologize!
Hi, I am an artist with anime art style. =) I am offering character design at a fixed rate! Email: artofhuan@gmail.com [Full Body Sample A] General pose with 1x shadow tone and 1x simple highlight @USD 150 [Head Shot Sample A] Above shoulder with 1x shadow tone and 1x simple highlight @USD 50 [Full Body Sample B] Dynamic…
The head in the concept is very small for the size of the body - it seems to be 8-8 1/2 heads tall, compared with your own 7-head height. The cuts in the final image seem to bright, almost emissive.