Thanks for the recommendations! I'm looking at getting these two books: Architectural Drawing: A Visual Compendium of Types and Methods (3rd edition) - Rendow Yee - [ame=http://www.amazon.com/gp/product/0471793663/ref=ord_cart_shr?ie=UTF8&m=A6FM3138AIY0R]amazon link[/ame] Materials, Structures, and Standards: All the…
remembered the name of the book for facial animation! its called Stop Staring by Jason Osipa, goes really in depth into facial rigging/animation/blend shapes etc.. [ame]http://www.amazon.com/Stop-Staring-Facial-Modeling-Animation/dp/0471789208/ref=sr_1_1?ie=UTF8&s=books&qid=1276891316&sr=8-1[/ame] great resource.
Some great soundtrack stuff on here that people have mentioned. Lately when I'm in the mood for instrumental music, I tend to put on some of Buckethead's more laidback stuff, like Population Override, Colma, or his Chicken Noodle albums with Travis Dickerson. He has some really awesome ambient stuff under the name Death…
Moreeee studies~ Slowly getting into the habbit of sitting down and doing these as oposed to procrastinating endlessly! Steps of my blotchy process~ http://i62.photobucket.com/albums/h91/Jackwhat/0413Study_Steps.jpg Lineart / anatomy studies~
Embroidery is looking really cool. dreamcatcher is neat. Buy this book. [ame]http://www.amazon.com/Bridgmans-Life-Drawing-George-Bridgman/dp/0486227103/ref=pd_sim_b_1[/ame]
I thought that the Scott Spencer Zbrush book is really pretty good too. [ame]http://www.amazon.com/ZBrush-Character-Creation-Advanced-Sculpting/dp/047024996X/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1218667630&sr=1-1[/ame]
Thanks for the advice everyone, I guess that settles that, I'll start over :) I was looking in to getting the new Scott Spencer book : [ame="https://www.amazon.co.uk/ZBrush-Digital-Sculpting-Human-Anatomy/dp/0470450266/ref=sr_1_1?ie=UTF8&s=books&qid=1263226185&sr=8-1"]ZBrush Digital Sculpting Human Anatomy[/ame], hope it's…
Some thoughts on the design. You mentioned that the belt area might be too heavy and you had plans to shorten it and redesign it. Perhaps if you changed the "material" to something lighter than the metal you could have some intricate designs and have your character still be able to be agile. As for the shoulder pads, the…
Maybe a quick run through of workflow would help: Games- 1. Knock out a quick base mesh in max/maya/xsi etc. just to get the main forms in and try to keep the polygons square and fairly uniform size. 2. Take into mudbox/zbrush/silo, sculpt in a huge amount of detail. 3. Build a low poly mesh (that will be in a game)around…
http://biz.yahoo.com/bw/041220/190006_1.html I guess the apropriate phrase would be "if at first you don't succed, try, try again" Wow lots of EA in the news lately. Maybe this is part of a new marketing statagy