Hi guys, I'm slowly building up the skeleton bones. I'm tackling this piece how I normally would with any other character. Working from big forms first, making sure to nail down proportions and silhouette first. I block in the different masses starting with a primitive, usually a sphere that I dynamesh down to a…
I don't understand, Revel isn't asking for people to pay BEFORE downloading, he's being courteous enough to simply suggest that if we find it useful in our workflow to donate something in return for his time and effort...which I did after downloading and doing some quick and simple prelim testing. Hell, the script isn't…
andropof very nice work on the old dude! Here is my Day model number, I don't know will likely be my first and last for this challenge. Mostly due to a few annoyances. first of all i have never been a big fan of doing the most in the lowest possible subdiv. i dunno i switch up and down as needed. So out of habit about i…
For anything organic I just start in Zbrush and rough out a form with dynamesh or whatever works. It's a good idea to GoZ it at some point into a modelling program to get the scale set. I export a decimated version to build a low-poly from using 3dcoat (or any modeling application). For anything hard-surface, modular etc,…
There are a couple of ways to going about it... 1. Make a Sculpt mesh in maya the mesh shouldn't have any topological flows. topological flows cause they cause problems while sculpting. Some artists just make a box and extrude a head and limbs then go to zbrush. 2. Make a mesh with dynamesh its more like sculpting with…
Hi guys, so a lot of you guys have been digging the characters so far so I thought I would update with some work in progress images for the ranger class. It shed some light on my process and let me hear some feedback in the design / concept stage as well :D So I start from this very rough basemesh. I normally wouldn't post…
First off, lemme say, this ain't bad. Looks like stone! A lot of the heavy pulling will be done by texturing. If you were to texture this and throw it into a toony scene, it would read as stone for sure. That being said; - Some variance in the bevel width would be nice. - Increase the depth of your cracks by upping the…
@Dethling Wall Pieces. 1. Blockoout scale reference in 3d program (Maya, Max, etc) 2. Zbrush. Load in blockout. Append a cube, sculpt a stone brick. 3. Sculpt a few more bricks, varying size and shape. 4. Place bricks on top of the base mesh and position. Duplicate them around the whole base mesh until covered. 5. Sculpt…
You simply just learned an important lesson : from now on you will have to get into the habit of thinking and working in a non-linear way. That is to say : always keeping in mind the final lowpoly while working on the high ; being aware that some parts may have to be kept separated from others for an easier retopo pass ;…
Hey guys! It's my first message on the forum. Hope to learn much from this site. My goal is to create Ulfen Guard character(about 20k tris) in a week(40 - 60 hours). Made blockout of low poly assets. Scale and proportions are fitted according to the concept. 5-6 hours of sculpting result. I stumbled upon topology issue…