Yeah - fairly common for class A objects because once smoothed curvature waviness and/or pinched areas may become apparent mainly due to secondary detailing i.e. radiator, light cluster well's, door handle inserts, panel crease/shadow cuts....etc regardless of whether your source mesh is modeled either high, low or medium…
That Orc head is wonderfully meaty. Definitely looking forward to seeing the sculpts of your concepts. Took a peek at your website too, awesome work man.
The checkerboard is okay. The Orcs of the warhammer(40k) Universe use it. Its not the Mainsign of the clans but common ornament. http://wh40k.lexicanum.de/wiki/Stamm_der_Schwarz%C3%A4n_Killaz#.UZp9v5xrFhE :)
I know there is grab brush that saves depth as alpha and rgb separately but you have to do save two times instead of just once. It's extremely annoying and also when you try to record this save in a macro action it often does less than the whole document for some uncertain reason. My guess probably by exactly same frame…
I found a really good post and comment on reddit.com/r/gamedev that might help some people think about their time a little differently. Original Post -Full time employees, where do you find the time to work on your projects?- I'm going to pre-face this with: don't say, "I do it at work" or "get a job where you can get away…
Little late to tie this up. I took the weekend off. But here it is, the final product for the Orc/anatomy study. Thanks to everyone that came and dished out CC!