I think none of us mind a few weeks of late nights here or there, and a few weekends, but when it does get to 12 hours a day 7 days a week for months on end its just taking the piss. Now I see the problem that some in upper management who arent aware that so many people are working those insane house, but they do see X…
Hello guys, big update: sorry for the massive delay, i had to drop this project for a while because of work, house move etc. manage to pick it back up the last month or so, hacking at it here and there. So here are some of the screen shots from my ztool so far. I feel its close to finishing the z brush model and unto re…
@Zerogun and @Dreyzie, both of you are off to a great start, but you may consider first checking your proportions against the Unreal character. Somethings like the Pier supports, ladders, etc. look too large, so I'm thinking that these need to have their scales adjusted. Remember to check back on the concept art from time…
I don´t know if this is a good method or not(i´m sure there are much easier and nicer ways), but you could make controllers for every bone.Then you make one controller for each Controller you have for the bones and wire the X,Y and Z transformations in both ways and have the "Controller Controllers" stay at 0,0,0 for your…
Hey Noren Thanks again I do appreciate the help =) It's so dam easy to overdo stuff in 3D I really have a hard time to determine when I should move on to the next piece. I see your point with the draenor screen, I still have a hard time working with highlights since I'm constantly afraid I'll overdo it. I will take a look…
I dont bake normals in max because it would mean importing a hi rez mesh.I also use xnormal. Decimating a mesh from Z for use in Max for the bake is still decimation. Maybe you do this already but just in case. Lowpoly in max plus uvs for the low poly. Apply a projection cage to your lowpoly and use a decimated version of…
Looking cool so far. Got a couple of crits. The back of the hood is looking a bit weird, like its full of lumpy custard. Realistic clothing wrinkles/creases are tricky, just keep using reference and working on it. If the material is thick and soft, think of smooth s-shaped wrinkles. If it is thick and stiff, think of…
Interesting that this is mentioned right after Autodesk announced the OS X version of a certain other fairly popular piece of design software :p (which looks awesome I might add, a lovely interface update to software that badly needed an interface update)z You can add me to your list of would be switchers. 3DS Max needs to…
Get a tablet, Pick up Zbrush (Or any Sculpting program) Get some Anatomy references, Replicate what you see. Dedicate 2 hours a day to this. and you'll see improvement. Once you're confident with using Zbrush (ooor whatever) watch other peoples Speed sculpt sessions on YouTube: My 3 Favorite channels SupremeFunk Zbro Z…
Nice start! To me, the hands look a bit too small and the arms might be a bit too short. But i can't say that from that perspective. I would pose it into t-pose and compare it with an anatomy reference like this: http://thumbs.dreamstime.com/z/anatomy-overlays-female-front-3536792.jpg Or you look for one which fit more to…