Nice improvement! Keep it up! You defiantly are starting to see progress. But I think the 2 things that you need to keep in mind and focus is the over all anatomy, and the depth of your sculpts. By saying anatomy, i mean the primary forms of your sculpts are still poorly define. When ever you are blocking in a sculpt it is…
As part of my personal development, I have been working on my player character for the Lostmonster project, the main character. I recently updated the initial concept I had for this character. We conducted a test to evaluate how well the topology performed, and we are very pleased with the results from the start.…
Inflating your highpoly sounds like maybe a misinterpretation of a technique I know from Heroes of the Storm. Sculpts were given a slight inflate before the maps were baked to create thicker edge highlights. It ah, works a lot better with a dynameshed sculpt than it does with a hardsurface model.
I'm the opposite of you, and I strongly disagree. I always "waste" time on working on the anatomy stage for the perfection, no matter how much clothes are going to cover the character. I can't stand knowing the fact that the underlying anatomy is unfinished, wrong or rushed when working on clothes. I'm perverted and…
Hey, I think it looks really good! What I really like, is the overall shape of the chest and the sculpt damage details you have added across the border of the metal parts. A few tips that might help improve it further: Textures: I think it would help calming down the textures a bit. Right now, there is a lot of small…
Depends on a complexity I guess. You can model a human body without too much trouble, but creating a blobby monster with scales, horns, spikes and abstract mutated flesh formations is a whole different story. You are making it so much harder for yourself by dismissing sculpting. Imho, using sculpting for organics IS the…
Good starts! I started on the binoculars in zbrush/zmodeler. For fun I tried skewing them to add some forced perspective. I don't think I'll use that for the finished item as it may look kind of googlie-eyed. Sculpting pass next.
Fibermesh on its own never gave good results IMO. Perhaps it's a quick fix for those who don't want to or can't get their model out of Zbrush but it lacks so much control over every aspect of a hairstyle. Any groom done well you want to keep control over as much as possible not cross fingers when you set the strand density…
Thanks people! Di$array: yes I will but then they vary from some zero suits. UPDATE!!!!! PLEASE C&C Phase 004: The Base Mesh: I wanted to create a base that didnt restrict my creativity, especially in the face area. I knew that if I kept the base very general without any feature topology erasing and restarting would be…
on the first point your still wrong, its bad advice. the fact that you would post about 3 pages of nonsense trying to defend it instead of just admitting your wrong like most people would speaks volumes about your ability to admit mistakes. on the second point we have some solid facts now. awesome... i like facts. first…