Cheers for the comments Praxedes, i admit i used no reference at all apart from the head and it was my first attempt in Z Brush i did try using Xnormal but when i was rendering out the AO it just came out blank why is this? can you give me any hints? Now looking on it i see that it is poorly defined and i left FAR too much…
well then it seems you posted this for no reason, it doesn't matter if there was no references or if it was just off the top of your head, you should have the creativity and knowledge to succesfully create something, saying its just a 'test' just lets yourself accept it for being worse than what it should be. If you dont…
Okay Polycount Lets get to work hurt my soul i need to learn hurt me enough to be motivated dont call me a fat loner who has no friends or something thats just mean :P So heres some work Wireframe - Untextured - Textured This is my first real attempt at a fully topologized animatable model with a set of maps i only just…
cheers JBB, and yea if you read my first post you would have answered half of your own questions, and as for the high and low poly yes i know the high poly really didnt have much to show for the low poly, cause i really didnt have any ideas for this model there was no reference involved it was just from the top of my head…
I'm trying to think of how to get my crits across in a constructive manner... First thing i noticed, your 'low poly' mesh is FAR too highpoly, you could easily cut out half the edges and it wouldn't effect the silhouette at all. secondly, the high poly just looks like the low poly with turbo smooth, you haven't really put…
I whole heartedly agree with JBB's last comment. What I would suggest doing, is learning how to low poly model or high poly model. Not both at the same time. I found that learning low poly will help because it teaches you about how to utilise shapes to get the main parts of your design across. Aim for a 1000-1500 Tri mesh.…
The topology could do with revising, as mentioned you have alot of loops there that aren't doing much. Also the maps you posted look very blurry, are they at full res? Other advice would be to get some reference of maybe a bodybuilder so it's easy to see muscle groups and then recreate them in zbrush. This could be a good…
download xnormal for doing your high to low maps. it's free! you've got a very undetailed "melty" looking model here- you need to sharpen up the forms a lot more, working from large shapes into mid sized and then detailed shapes. Don't leave everything to the texture. The normal map is pretty much a waste of time cos it…