Hi, I'm a third year classical animation student and I'm learning modeling and texturing on my own. I have a passion for games and 3D sculpting/modeling and would love to be an environmental artist someday. Please feel free to critique, comment, or anything to help me become a better 3D artist.
One more block-out, now I will be moving on to refining the shapes and adding some details for all three characters. I'm finding this hairstyle kind of tricky to do in a stylized way, hopefully it looks better with some more sculpting and texturing. Comments and suggestions are much appreciated!
This is true. I do plan on taking it into Zbrush to bang up edges and what not. I went into this character the same way I would when using my hard surface workflow. I will probably do most of the fine sculpt detail directly in Photoshop on my normal there.
Thx klown :) Guys,do you know where I can find some good and free anatomy reference? Like now I'm trying to sculpt his hands,but I realize I'm going blind and this is slowing me down and making things harder... x_x
Congrats man. I've heard good things about the group up there. Should be an amazing place to work. Oh yeah send me all the free Halo swag possible. I know about the upstairs storage type room with the sculpts, toys, shirts and other goodies.
Yeah very true you seem to have little control at all with sculpting at this stage, i would take a step back and focus on basic poly modeling. You keep making the same mistakes over and over, and its because you simply dont understand the form.
For my exterior design, I modelled low-poly wall sections and added details using displacement maps. I generated these maps with a program called JSplacement, a free tool that procedurally creates sci-fi greeble displacement maps. For the interior of the headquarters, I modeled sci-fi metal panels and a central table…
Mudbox is fine for that. Since this project of yours isn't inclduding the most complex organic sculpting, you should be alright with this. Just try it out. OR you can just model the base high poly and "sculpt" those details in Substance Painter 2 on top of the baked normal map you baked from your high to low. I recommend…
@ C86G - true, but I'm still trying to get a grip on sculpting cloth, so I don't want to cheat myself in that way. I could make alphas out of some cloth I've already sculpted or get reference.. but I really want to wrap my head around how cloth works. But I completely agree - that is a good way to get decent cloth out…
id say just mess with the proportions. dramatically. the sculpt is great, but what crazyfingers is saying is true. it doesnt look like an orc. big chin, stocky shape, wide shoulders, and thick legs and arms. for me thats what makes up an orc. id feel like a tool if i didnt post images. [/massive image dump] looking good…