Hi all, Newly registered to the forum, so a proper noob in every sense of the word. The thing that got me to register are the challenges set on the forum based on concept art. As an aspiring 3d artist I have been dabbling into the fine arts and teaching myself, slowly but surely, how to model basic geometry and how to…
Finally decided I needed to start on this personal project. I'm still fairly new to Zbrush work, so this will be a pretty big project for me. If you have any tricks to share with me, please comment! I'm making a backstory for him as I go, but basically, he's an old dude who has fled/been banished from his native planet and…
Hi! (i also posted this in cgtalk) - I got Jason Osipa's book, and wanted to do similar setup in max8 - I ran into problems - actually sort of update problems. 1. Parameter wire update in viewport. I need to have dummy morph targets in morph modifier to get secondary "volume" controls update in realtime. I haven't found…
Hello,I got questions and if someone can help me i'll be very grateful. It's about when building a level.Let's say i've got some simple objects like walls,floors,fences..and all of the obj's can be easily build like Bsp in Unreal. Which it will take less performance(mesh from 3dmax or bsp) if i use the same polygons count?…
hey, really cool project, awesome to see the learning process just adding on to what michael has said, a few tips to make modeling go a little easier: you only need edges to define the silhouette. It can help to use flat shading in the viewport so that the only thing you can see is the silhouette. Orbit around the model…
Some advice that I hope will help (and others can qualify based on their own experience): Modularity is important, but having connected pieces in UDK will save you a lot of trouble and generally works better. Try combining pieces and having multiple variations as distinct static meshes that use the same texture/material. A…
Stop what? Giving you critique? Isn't that the point? "Please let me know how I can improve myself." It might just be the internet not conveying sarcasm/humor correctly. Anyway, still improving, but watch your planes on the female form, they are there, but they need to be softer. If you look at your back view you can see…
Does your material have cavity in it? Human skin doesn't react this way and it makes it hard to judge your progress... I would say for the most part its a really good start. Here are some things I notice... - Head is a tad large - feet and toes need work - His posture even for a T pose is too stiff. He looks like he is…
Outstanding work so far. I have a few pointers that may be somewhat helpful. Proportions. You nailed the upper body half! It's looking really good, but right now character feels a little heavy on the lower half. By that I mean that overall her legs seem a little longer and more largely scaled than her upper half. I think…
I am by no means a character artist nor am I anywhere good with anatomy. But if you compare that bust has a lot of anatomy issues. If you break down the characters with for example Loomis method, you would still see a somewhat kind of working anatomy, even how and where the ears are placed. The ears on your character seem…