I'm sure each studio has their own preferred methods of doing things. Ask them about this. You might already know how to do A, or maybe you're not so sure how to do B; doesn't matter. Ask them anyway how they like A and B to be done.
why don't you just remember the hotkey's :) You can also make them custom. I've got: p=perspective, f=front, b=bottom, l=left, t=top and then the custom ones: shift+b=back, shift+l=right. who needs a compass ;)
Did you mean Curves? Anyway an easier method is to just double-click the overlay layer and untick the "b" box. Anywho, you should also go onto your muscle layer normals and remove wasted space with levels on each individual R, G, & B channel.
Curious if you're a traditional artist transitioning or dabbling in digital art? was browsing this board's new entries amongst those requesting critique earlier and noticed a side profile among your images (now missing?) where a 'painterly' style/depiction applied too these studies, for me at least was quite noticeable…
Looks cool! i would go with A too, it gives to me more motion sensation, B is very static, also you could add the tubes in b model to the A but dont make it like 90º angle give it more "flow" like in the reference images, more curvature.
been meaning to clean a multi pipe for orientation fer years, however all mah macros werk fine and keep me lazy. till that day... hope dis helps: cly_oriental.mel previews ( ps. use freeze transform or world space for default orientation reset ) //for a single edge selection whose orientation iz desiredglobal proc…
Hello! I'm a professional environment artist with 8.5 years of experience. I'm open to taking on work in a freelance capacity! A little bit about what you're getting from me: I've been in the games industry for 8.5 years, and worked at several AAA studios, including: * Electronics Arts/Codemasters // EA Sports WRC *…
The ProjectWe are an indie team developing a medieval fantasy MMORPG built in UE5. The game is in early stages of development with a working demo.The RoleWe are looking for a volunteer 3D Modeler and Animator to help bring our world to life. You’ll be working on your choice of environment props / creature models /…
Greevar is dead-on. At this point you need to focus more on form and topology before worrying about Zbrush and rigging. These pages on the polycount wiki need to be in your bookmarks: http://wiki.polycount.com/BaseMesh?highlight=%28\bCategoryCharacterModeling\b%29…