First time doing a head in zbrush. Having trouble in the front view his face doesn't seem to represent whats in the concept. I aligned my sculpt to the concept and it seemed to aligned well, except in the side view. It somehow seems as if the face is rotated looking downward. To make sure that his face is similar to that…
Yeah that's cool, but I think only the 22" lets you rotate the screen, right? I guess you could also mount the screen on a fancy rotating support arm. But that's all moot, since lots of drawing programs let you rotate the canvas/view to arbitrary degrees now. I think Photoshop has had it since CS4, for example. I actually…
Usability is more important in practice than you might think. You need a camera with a flippy screen, fast live view AF, fast live view shooting and an image stabiliser (preferably ibis). So A7RII/III. The mft cameras have distortion issues (the lenses are designed with sw corrections in mind and it's hard to turn it off)…
I seccond these recommendations. Here's a picture of the headstock on my model, while it's not perfect I think it captures the shape a bit better. The strings look straight from the top view, but I think aligning them according to the side view is the trickiest part. In my model I kinda got it right, at least it runs…
no worries dude. from a user point of view, yours is easier to use as there's just a single slider for getting the grid entry, so that's cool. from a technical point of view: switches and if nodes/statements are expensive. divisions are more expensive than multiplication, because division can't be done easily in parallel…
The general work flow goes: Block out High poly Low poly UV low poly Bake Normal map, ambient occlusion map, and sometimes a cavity map or other various maps Texture while previewing in 3ds max or maya with a view port shader or a game engine A game artist should never have a render done in mental ray or vray, unless it is…
I'm coming more from the point of view of an environment artist / prop artist where a lot of what I build has some element or being hard surface and I have tried my hardest to like Zbrush(for hard surface) but I always feel like im fighting it or doing some crazy work around while in 3D coat I hit one button and its done…
looking good, Few critics : the backpack shapes looking so strange in the front, like a piece is missing between them & need some integration on the second view, ( on the attach ) maybe you could open the jacket a little bit down, and more folds coinciding with the harness.The forearm is strange in the second and the third…
@slosh, I understand your point of view. Not sure why you comment about a texture which is just AO based, when there is so much texture process/time on the texture by itself. Probably as you suggest, has not complete paint look like...but defo is just my personal approach to this character, an the way I see him :) Good to…
I think the adjustments to the arms were definately called for. For me personally, it was looking a little funky before, merely for the fact that it looked like he could touch the ground while standing. Now that you've got the length for the upper arm adjusted, I'd consider thickening it up to match the lower arm. From the…