Ok, so I'm in the process of getting the Hair situation figured out, and thought I would drop a mini-update for ppl to see my intentions. Currently, as you can see in the image, I have all of the base strands of the braids/locks/whatever modeled, and at the time I was trying to figure out a transition into the ponytail…
This reminds me, someone should make a script which takes height and width of faces and applies set of connections to it, to even the flow and distribution, for much nicer ZBrush sculpting. Wink, wink... EDIT: Did you watch this?…
as said before, i can only say about the cintiq companion 1 but to me it felt too clunky, the bigger screensize with the extra frame for the buttons and to lower the jittery effect make the thing too huge for me to hold comfortably in one hand while i sculpt with the other. Also it is double the weight, so thats a big one…
So I was originally planning on using this thread to primarily post finished Dota works. But now I feel that it would probably be more beneficial to use it to keep track on my progress and hopefully get some valuable critiques along the way. Specially since it's a lot easier to fix things while i'm still in the initial…
I forgot to mention that I already understand the pink hairstyle is essentially a combination of Goku (lots of extrudes and vert merges) and Trunks' (a big half-sphere and vert pulls) hairstyles, but they can get to be a LOT more complicated than that: And regardless of the complexity -- the inside of that labcoat girl's…
I agree with Muzz. What jackablade is talking about is true from my experience as well. And that is great for concept dudes etc. If you want to be a character artist, you should IMO have the foundation of what 3D really is first. You dont really need to know ZBrush, you just need to know anatomy, and you will win in life.…
for anatomy a 50/50 mix is good. you need to learn the theory, but without practise the theory is useless and vice versa. so my advice would be to learn about a bodypart and then practice drawing and sculpting it. and then just work your way up to bigger and more complex shapes. i would save the head for last, cause that…
For the old school method, how does that work with more realistic characters? Because when sculpting realism, the sculptors purposely use asymmetry on the face to make it more realistic. __________________________________ Actually now that I think about it...my model isnt perfectly symmetrical either... Would a…
Hey guys, back again. A couple friends have been pushing me to make some process posts to show how I do my ink/marker stuff. So I figured why not, Ill be taking a character and an enviro sketch to a finished state and explaining my steps as I go along. Work is crazy so wont be done today but here's how I start out. Hope…
Not sure why there's a lack of serious answers, but there are a lot of approaches. If you're doing terrain you're probably using multiple textures and masks for most of the details, and choco's tutorials are good. You can make the actual terrains in many different ways though, they're much more free-form than most things.…