I know, Zbrush (and sculpting in general) is taking over the game dev world. But for a low budget indie title, I want to keep my toolset simple, using Maya LT for both environment modelling and character modelling. I had some success with it before, though only with very low-poly characters. Because of the prevalence of…
I really appreciate your candid suggestion. But let me push back a bit and ask a few opinions: - What if I want someone to tell me? Veteran artists know how to observe, compare and improve a model, that's what I am trying to learn from tutorials. If I am on my own, it would take me a much longer time to start appreciating…
HOW they do it is by moving verts, merging verts, and extruding geometry. I am not being cheeky about it : really just start looking at the actual models and UVs and observe them to pick up good habits. You won't need tutorials if you already know the basics (which themselves are fully covered by the Joan Of Arc series…
how low poly do you intend to go? Here is a very old tutorial that goes through old school poly modeling a character: https://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.php
On the topic of Japanese dev: I think it does matter HOW they do it though. IF I know how they do it in another tool, I can at least try to emulate that in Maya. All I am saying is, I am nowhere as good as being able to stare at great models and get to 80% good. Thus my quest to find some tutorials :smile: (PS: I know…
If the Elf Girl you linked above is your desired goal and you're still in need of a tutorial to get you going then surely Joan of Arc tut linked is perfect?
"Known issues: I know my character isn't great, say, her arms are too thin. Whether I can fix it is down to my ability." No. It lies down to you measuring the diameter of a good reference model, and thickening yours appropriately. You can do that. Forget the myth of the artist feeling/improvising things. Observation lies…
Maybe it's not working out, but ... have you actually done it ? That's my point really. Or, after doing the research : out of all the models you've carefully observed, which strike you as the best / most pleasing / and most fitting to what you want to achieve ? It may be an artistic field, but these sort of attributes can…
OK so my reference game characters has around 10k-20k poly, I expect mine will have less because my character design has less fancy silhouette. Also because my game seldom go into close-up 3rd person camera. Basically, the tutorials I am looking for: - Don't heavily rely on Zbrush or 3D Coat: it can make use of them, but I…
On surface there is nothing particularly hard about this (I have done character box modelling before, my steps are not different from yours.) But I bet my end result is nowhere as good as yours. Problem is, there are known issues and there are unknown issues. - Known issues: I know my character isn't great, say, her arms…