Hi Polycounters, I'm currently working on a base mesh for a likeness sculpt of Jason Statham. Some critique would be great at this early base mesh stage :) Thanks, Stephen.
Some shots of them head closeups would make it more easier to crit the whole thing. I think however though the back, the way the back is built makes it seem like she's lacking Lats on where it's supposed to be. It looks like you're trying to follow muscle contours but you could fix the the edgeloops like some others said…
Hi,This is a personal project with the intention of learning likeness study on 3D sculpt, sculpted in Zbrush, render in keyshot Any other feedback would be much appreciated! http://i.imgur.com/DCVJ0MM.jpg
i have been working on this head for a couple of days and as it improves the harder it is for me to find the differences from the ref. i'm trying to get a realistic likeness of scarlett johansson, any help is welcomed.
Hey all, I've been attempting a likeness of Mark Hamill and would love to hear your feedback on what I can do to improve it and get as close to the actor as possible. Thank you in advance :)
I just wanted to know as a recent grad of May 2017, I feel lost. I apply to almost every Junior/Associate level position I know I can do. I see work of those in similar positions, and I know I can do that stuff. I've had people tell me it takes months to get a job, I understand that. I'm always updating my portfolio and…
Hello everyone, I had to switch from 3ds max to Maya for work and I am having a problem with vert normals. I have a rounded modular wall section and I need the verts on the hard edges at the end (where the walls will meet) to point straight out instead of the slightly angled position it has be default (so there is no…
Hi all! This week I've been messing around in XSI and I discovered something interesting. Is there a way to bevel like this in Maya wherein the edges tessellate into quads? Thanks in advance.
A confusing title but i honestly did not know how to convey what i meant in words too well. So i was testing stretched vs cubed uvs for this displacement method but when importing this - From maya the results end up like this - But when i use the "Create - UVTile" the results are phenomenally more accurate too what i was…