I think the lighting in your latest scene could be improved a bit. A lot of the images are overly dark. Your portfolio is pretty good! Don't get discouraged, there will be a looooot of radio silence. The fact that you got an art test shows you're somebody worth looking at. Don't view an art test as 'failed', view it as…
Hey man great work so far. I think you've pretty much nailed the individual shapes and design language of the armor. I do think the overall proportions could use a bit more work though. I don't know if you want to stick close to the concept or if you're going for something a bit more realistic so take this with a grain of…
Hi, I've been modelling for around 10 years now and I have to admit that I'm having a hard time understanding what it is you're doing/trying to achieve i.e. "using the vertex snap to trace the other." -I have no idea what this means... "once i have selected the object, it wont let me select verts, edges or faces. its like…
When is your deadline for this project ? Unfortunately your references are not very good for what you trying to achieve for example in side view his head is turn up and camera is below which pretty much make it impossible for front and side view to ever match I suggest you watch your favorite move by him one more time [dvd…
Actually the Blinn and Blinn Phong are the same thing. Blinn's method for specular highlights is an approximation of Phong's which is a mathematically accurate model for pure specular surfaces. Blinn's is faster to compute with slightly lower accuracy. Essentially you get a softer wider highlight for the same exponent.…
I really don't think Stinkfoot's comment is helpful at all (also face turban images? why do you need to add images to the search? just search face turban and go to images tab) The problem is not with the turban, its with the head structure underneath. first off - DONT model the head and turban/balaclava together. make a…
Solid execution, details seem pretty spot on, well done man. Going to echo Josh's comment about lighting looking a little blown out in the renders and I know they're just high poly materials for presentation sake but Josh's points about materials might be worth addressing for a sexier presentation. As for the model my two…
@ citizen - I didn't mean to diss you, I know you are a great modeler. Especially all these mechanics are fascinating to see rigged and working. This would be extemely interesting to see in a game or animation movie. However, where the detail is great, the eye's sometimes lost on the bigger picture. And in my view you…
You can have zbrush split it up into any amount of subtools that you want. In the example I had I started with just 1 tool as I was trying to match the one you created, and later broke it down into auto polygroups so that I could easily hide sections and split them into new subtools. Moving and scaling was mostly…