Hey All, Im a Student at VFS and currently we are doing a modeling assignment in which we need to use zbrush to model a comic book Villain, this is my first full model and could use some constructive criticism on how to create a much more defined model, what i have right now is just a basic proxy, Please let me know if…
:( Im a bit sad to say in the least, I had saw this concept a while back in hopes you were gonna post progress as you went along...... The overall design based from your concepts to final presentation lacks in all regards a few things that would have helped That fur you kinda etched in kept it flat, or kept a shader on it…
Fomori - Thanks man :D , Thanks for the ref pics but ive heard that you should avoid modelling the topology to the shape of the shoulder, I dunno im gonna have to alot research for the shoulder and make it less blocky, and the legs I definately made too dense. Jon mills - thanks man :D , I definately need to go back on the…
Yep it is a scope issue: in first case myScript() is in global scope and the callback knows how to find it. If you run the first case, then run the second without restarting Max, the second case calls myScript() defined in global scope and not the one inside the rollout. If you want to call a function inside a rollout from…
I would stop texuring right now and start focusing on material definition. Bring this into Marmoset, add a gloss map to your work flow and define painted metals (it looks like you should have 2 or 3 different painted metals) glossy plastic, grainy plastic, maybe rubber, brass, etc. Use gloss maps to define the materials…
You're off to a good start. To me, before moving any further I would take some time to reworking some of your anatomy before moving any further. Over all there is a lot of lumpiness to your model. See images attached for some areas that I feel could be improved. Also an over all note, as you start to refine your shapes,…
Yo guys! Started this month's model ridiiiiiiiculously late, but after a spending a few days getting the basis of the sculpt down i'm feeling relatively confident that i'll be able to finish okay :poly122: Plan is that i'm going to smash out the retop - and possibly the majority of the unwrap - tomorrow, going back into…
Looking cool. I think the wraps could be a lot better, they don't really have depth and thickness right now, they seem to just have highlighted edges that are a little weird. The bark looks cool, but I think you could sharpen up some of the edges and avoid them been too rounded on the ends, maybe try a little jaggedness? A…
It works just fine with an OBJ version of the same mesh - only the FBX breaks. It's most likely to be an issue on my end that I'm not aware of. I may have a wrong setting checked or something that I don't know about? I can work with the OBJ version, I just prefer FBX files because of how their world space/pivot remains.…