To 'bigger shapes', specifically, I just meant the larger forms of every part of it. Less lines/details, more forms. I wouldn't really know whether realism or stylized would be easier to practice on, but I imagine either would work.
I'd check out this book. "Dynamic Wrinkles and Drapery: Solutions for Drawing the Clothed Figure" [ame]http://www.amazon.com/Dynamic-Wrinkles-Drapery-Solutions-Practical/dp/0823015874[/ame] Really helpful in understanding weight, tension, and structure of draped materials.
wow, that sucks majorly. i still dont see why a company doesnt set up shop someplace here in KY. i mean the cost of living and expenses would be practically be 1/10th of what they are in NY, SF, LA and places...
Poopinmymouth has a good tutorial on this. http://www.poopinmymouth.com/process/hair_tutorial/hair_01.htm Alvin Sebasitan Hoo has another. http://www.ordix.com/pfolio/tutorial/hair/transpmap01.htm ...but making believable hair takes some practice and a good eye.
Probably something like that. But it doesn't have so much unique detail it could even be trim tex for base and masks/decala on top. It is not a good practice in any scenario to texture such a large object as unique. The pixelation from close would be very visible.
The Cake is a Lie! ehem, I think you have pushed it as far as you can. No matter what you are planning for it, I would go ahead and make more food stuffs. Gives you more practice and looks better for demoreel or something.
Per the usual I am all over the place. I found an image I really liked so I started making a scene for it. My main goal for this is to get practice with vertex painting and use more generic textures than unique.
Take a look at the Viking Village demo in Unity, they did a nice job with detail maps for their wood structures. You can dl it and examine in detail how it was done. http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
Thank you for the pointers... another quick question... How beneficial it is for me to use the ShaderFx over the Hypershade? especially that my final output is simply a playblast out of Maya? Couldn't I practically do everything I need in Hypershade? Thank you
Also, speed comes through mastery of what you're doing. You don't learn to go fast, you learn to do whatever you're doing well. Speed is a result of repetition and practice. Just focus on learning if you're new. The speed will come.