many thanks. more digital paintingss a photostudy that i aborted (click the image to see the ref) some dude with antlers i painted on my smartphone. i used autodesk's sketchbook mobile, and it's pretty great. it got layers and layer-modes, a good selection of brushes, nice UI and the possibility to save your work as an…
I would recommend using inverted detail mapping on those large rocks. The concept is simple, you unwrap your individual rocks uniquely and sculpt and bake the AO and Normals. This essentially becomes your detail map. Put your texture together using this. http://docs.cryengine.com/display/SDKDOC2/Unified+Detail+Mapping Now…
Thanks @william21984. I made a set of different rocks and then used insert multi mesh in ZBrush to place them. It´s not perfect but for the start it will do just fine and I can change that later on if I find it bad. I´m pretty lazy so if there´s a shortcut I will use it :) I´m trying to use all my freetime with this…
I am having the same issues. Bringing a model in from 3dsMax via GoZ and brush size is ineffectively small. I prefer the GoZ method just because in this case my model has multiple meshes and GoZ brings in each mesh on its own layer rather then an obj import that puts them all on the same layer. Sounds like the thread…
I love the Dead Space series (second instalment being my favorite) and i got to say: this is a really impressive work. The composition is great. Definetly go for that cold, eerie lighting. It reminds me of lovecraftian horror someway... The fog is great, and i apreciate that you didn't go over the top with the post…
Thanks for the advice, I created a portal inspired mech head, after building up an idea and looking at some reference, I used Dynamesh to get the basic shape, then the masking tool and hard polish to smooth it out and apply poly-paint. i then used Photoshop to composite the image and apply basic layer-styles. I believe…
@Goobatastic I plan to do a separate tutorial series on landscape stuff as well. :) @Snefer Thanks for the input! It raises a good point. I will clarify a little bit. This particular master material will be designed to serve as a base for environment artists to use on most of the generic props/scene elements that you see…
If this is a one of a kind building that there are not supposed to be many off, i don't see the problem doing it this way. As for your main concern, try retopologizing (in mudbox for example) or using meshlab to cut the polygons. Not sure about meshlab though, as it usually works best for organic models. Anyways, here is…
Ok! So I made an IMM and I've cleaned up most of the chest. Still some things I might change later on (trying to stay flexible). Changed the proportions and design on the chest especially. Now with the IMM brush I can model the parts pretty fast. The edges are still very hard but it's just a matter of pressing crtl d 3…
the combed look of colossus' fur was achieved by offsetting the various fur layers gradually from root to tip. sounds like a ton of work back then but with the smooth silhouettes we expect today i assume you're also looking into some sort of styling tool. 6 or 8 layers won't cut it and with alpha diithering it will…