Latest updates- Toned down the lighting and tweaked the materials. Tweaked his face using Blender's sculpting tools.Not as good as I would want but definitely better than how he looked before.Fun fact is u can sculpt and move vertices around after rigging in Blender and everything deforms fine after. Yep,they don't like…
I see your plan to make Vito blind by forcing him to read tiny gray text on a white background! I shall not fall for your sly plan! I'll copy and paste the text and read your nuggets of joy in safety! HA! Seriously what is up with people trying to punish their readers with bad site design choices? Mark whats his face is…
Thanks so much for the comments! The concept is that Deadman is an immortal who enjoys the sensation of dying. He fritters away most of his time killing himself in a myriad of ways. The concept drawing is more of an illustrative depiction of his masochistic tendencies. In a sense it's much like his "hall of fame", a…
I never go with just a straight bake for eyeball AO. It's always easier to paint it. For one of our characters we did put a semi-transparent hemisphere in front of the eyeball that faked AO around the edges. The eye could slide around under it and the shadow was constant. It was a pre-rendered character we got really close…
more than learning anatomy, i personally value just choosing a face that interests you, and sculpting it. a lot of anatomy courses are just really theoretical and exaggerated, and give you shapes that don't actually show in a final sculpt. i.e. pieces that end up showing every muscle in the body, when in fact an actual…
I've been experimenting with this technique... I don't need to detatch the faces in question. In fact, all I need to know is how many sub-materials the particular model is using, not how many the material has. I tried this: ids = selection[1].material.materialIDList --Go through the material ids mesh_total = 0 for id in…
So with Swain's new lore out I was inspired to do a little scene about precisely how his demonic bargain turned out. As I was writing it I discovered an opportunity to humanize Swain a little more, which I felt was worth exploring: I find him more interesting as a man with a deep, burning love of his country and his…
I'm designing my character for a game for Unreal Engine. Games usually have a big FOV (angle of view), such as 90 degrees typically. I set FOV to 90 in UE, Maya. and ZBrush. The perspective in Unreal Engine and Maya is about the same. But much different in ZBrush - it has much less "fish eye" effect. To demonstrate this, I…
Hey everyone! I'm a 3D modeler working on a character that needs morph targets for an extreme facial transformation think something like a "Venom-style" mouth opening, with a lot of jaw and face deformation. The model will be used in Unity in PBR shader (with normal, ao, etc..) My questions are: * Do I need to sculpt and…
I agree that the lighting on her face makes her more pleasant but the discontinuity between the shadows on the face and body are so drastic it pulls me out. It feels like bad photoshop where the head is a cutout. Yes. The lighting beautifully gives shape to her anatomy but then is it worth pulling the viewer out of the…