I'd say that for a block you could go a few steps back; keep your shapes' topology as simple as possible, doesn't have to be a continuos mesh either; you can use a separate elongated sphere for the "window" for example, clipping the mainframe. Using those contours, when they properly align with the blueprint/reference, to…
Thanks @teodar23 ! I took the time to work a bit on the definitive mesh for the pillars and benches: Also started to do huge hanging incensors, to have sweet VFX slowly touching the ground (typical: already day dreaming about how i'll tweak the VFX when i am in the early grey box phase) I still gotta a balcony hallway on…
@Mighty Pea As I saw Knobs first time, I thought: Hell! He can't do that. :D But UI is WIP and not so bad as it looks as first impression. In fact, it has it's cons, but is easy to use once in. And it's self explaining. Knobs moved with LMB & horizontal move= big steps, LMB & vertical move = fine steps. Hotkeys are solving…
I would say this is a normal but bad habit for some artists. Usually, we tends to be very excited to see an amazing artwork and start to make it as fast as possible. The problem with that, is we get bored really fast, since the current workflow is going through some process before getting the final result. As a natural…
one last thing... If you are making a custom mesh along the borders, you could just use the UV's v position instead of vertex colour in the alpha calculation. mesh + one panning texture + simple shader. (btw that shader code I posted could be optimised to not use the 1-) diffuse += uv.y; // or add the noise texture. alpha…
jmg06 // I am using Carbonmade at the moment. But I will have my own web site desgined layer on and I will make sure the domian name will be fresh and unique. Thanks. chrisradsby // Thank you for spending your valuable time on analyzing my folio and giving me a step by step guide line on how to improve my work. This helps…
there's no real tutorial, following a step-by-step will only make you copy someone else style. Handpaint is all about well.. painting ! know your lights and color theory and just paint. Handpaint is really artistic, it's nothing technique so using tutorial isn't the way to go. You can find multiple reference to study them,…
Dude honestly just posting on here like this youll prob improve 10 percent today. spend the summer improving yourself and you could have a job by christmas, im not going to throw anymore crit out there plenty to get on with. instead just wanted to give you a thumbs up and tell you you can do it. Technical stuff is easy to…
I think the majority of your issues just come down to good old fashioned inexperience in Zbrush, and not really being sure of a workflow that you should follow. You would've been better off creating your basemesh with zspheres, or at least zremeshing all your subtools to a very low res. Trying to work on triangulated…
I'm not an expert, let me just say, but I think just an ever so slight more "hourglass" form might help your 3d model The 2d drawing is good, but the hips are a tad obscured by the skirt in the 2d drawing. Perhaps chamfer/soften the thighs and legs a bit smoother, but as you start getting into high poly or subidivision I…