Oh now this is just precious. We have a technician here who is so rabidly pro-Mac this just defines him. If a Mac had a dick he would be polishing it feverishly. Now if I can just get a pic of him to superimpose...
U know my opinion dude, cool stuff, but i don't like the soft corners and so far defined colors- white should not be white and red should not be red :P ofcourse in my opinion, that way or another this is really good work
Hey, I've got eyes like that Daz. I think you might need to make the lower eye lids bigger and more defined. She also needs some tearducts which should make the eye shape look more 'right'.
Looks rad man, i love the chiseled styling, and the flat top, he definately looks as though he could take a few blows before going down, one things missing though: WHERE IS THE SQUARED OFF CHISEL STYLE SCHLONG ?!
I've seen a lot of Morrigan pictures and this model does have a rather huge behind. Not sure if it's a style you're going for but the arms seem kinda short. Also, The divid down the middle of the torso can be less defined. Overall I like it tho!
Another blockout update. Right now im using photo textures from the refs as placeholder till I get to refinement. Re did the lighting and gave the sky an overcast like in the refs. Most building and prop will be based off trim sheets.
After the first sculpting pass, I made rapid progress and defined the hair and face a bit more, since the most of the body would be covered in clothes. I also added basic colours for improved shape reading, and added the blockout for the clothes. Curretnly working on the hat, using the zmodeler brush. Because i'm not…
A project I'm working on. This is sculpted entirely in zbrush. My next step is continuing to work on the hands and defining my details. Afterwards I will re topo him and project this as a normal on a low poly version. I would appreciate any feedback on him and what I could improve upon.
I'm making a Gameboy Advance SP. I got the "hint hint" to do this project after I posted a pic on facebook of my own Gameboy Advance SP being broken. :) Here is the high poly. All crits are welcome. My biggest concern is having well defined materials in the end.
Hi, I need to make a Flowmap for a complex 3D model. It will be used to define the direction/distortion of the texture applied to the model, not to animate it. I need to paint directly onto the 3d model; because it's UVs are complex, I cannot paint it onto the 2D Map. Any ideas? Thanks