Continued my sculpt... Changed some stuff (face/head, arm, etc). I tried to make them more subtle. Also added first piece of clothing. Feedback would be very appreciated! Thx in advance ;)
Continuing the blockin of #batman Commissioner Gordon Sketch. Just getting an overall feel to the clothing that matches the face. Going to be doing a shoulder holder for him I think, or I might void the gun for a flashlight like B.A.S.
I hope you will continue. At this moment every 3d software suck. Including Gravity Sketch. They are more toys than real tools and can be used only by concept artists to rough blocking for render and overpaint in photoshop.
Im replying to you something that was replied to me ages ago, Go make more art and less posts in the general section. You will get more replys that way if you continue posting your progress of something.
Oh well, Thanks Sally :D The vegetation project will continue after the holidays, so I'll write back after 5th of january. - Again, please send the applications in PM because I rarely visit this thread.
Good progress. The membrane thing between the upper and lower jaw still feels a bit rubbery, lacks fleshy feeling. It'd be worth looking at alligators or crocodiles. The lower jaw itself too lacks a bit continuity.
Heres another update, I've made her uvs into 3 different pieces, body, clothing, and accessories her weapon will be another. Put her in marmoset with color, normal, gloss/spec and AO, will continue detailing her :)
RIP Iwata, he did his way. I hope nintendo continue to do it their way. I often don't agree with it, but it certainly makes this industry a much better place for its different left of field approaches
Another character model I'm working on. The bottom left is the result of smoothing the lower version on the right. Not too sure if the smoothed mesh is a good way to continue the model or if I should retopo after throwing the base into mudbox.
Not sure if you can do this in sculptris but in Zbrush you want to step down to the lowest subdivide level and use the alternate smooth, release shift when smooth, tool. You then continue the process up subdivision levels.