I really hear what you are saying when you speak about capturing the character and believability. Building everything custom as opposed to modular can get you some fantastic results, but keeping everything standardized and efficient is the flip-side of the problem. If it were me, I'd try something like this: Go down the…
A lot of the details currently are surface details. Getting in there and really adding some depth - peaks and valleys to all the forms could really help as well as working at lower subdivision levels and pushing the silhouette. Beefing up his forearms, pecs, and traps will very quickly change the silhouette and make him…
Pretty much what gsokol said. Now I'm no expert, but a few tips to streamline the learning process. ZBrush has a TON of buttons. You can pretty much ignore about 95% of them for the time being. If you're just getting into sculpting, you can get away with just familiarizing yourself with the tool pallet, and a few brushes.…
Your High poly model looks quite pretty! If i can only suggest 2 things about model: - you all the time should try to suggest the "material" by modeling as much as only possible. What does it means - your plastic elements should have "little different" feeling of edges, shape. For instance - your plastic part >next to…
Both have their strengths but i prefer Maya. For example in Max you can UV things faster but in Maya you can Model things much faster. In Maya you have the most important things right by your hand through the Hotbox or through Shift, Ctrl right-click contex menus. To say Maya could only be used efficiently for characters…
You can retopo with the Ribbons Tool under Freeform IIRC or use this: http://www.scriptspot.com/3ds-max/scripts/max-retopo Although my opinion is you don't really need to retopo anything. Just pop in a cylinder in the scene, make a hole in the middle, and line it up as closesly to the mesh as you can so that it covers the…
[ QUOTE ] [ QUOTE ] I'm not sure I follow you. What might be true? Many cg film studios and fx houses DO use Nurbs. Either in part or in whole or in construction technique. "nobody uses nurbs" is not an accurate statement. Trust me, I've had interviews with some *very* major fx houses in the last 4 months, and every one of…
Polish your knowledge of complex math and fourier transformations gentlemen, you're going to write your textures as formulas soon! A problem with procedurals is that they aren't as easy to make as textures. With a texture you want a speck of dirt and you paint a speck of dirt, with a procedural you have to find a way to…