Hey Guys and girls, This is my take on Robert Englunds Freddy Krueger from A Nightmare on Elm Street. Time taken 6-8 hours. Model is made up of 4 Subtools- Head,Hat,Teeth and Eyes.
Also on artstation https://www.artstation.com/artwork/AGbez A 12 days challenge. Concept of the vest was given. breakdowns below Maya Zbrush Marvelous Designer Substance Painter used. Rendered in Marmoset
Hey! Merry Christmas everyone!!!! This is my latest work i was working for fun! Comments will be appreciate...feel free to contact me, my e-mail kahooyumok@gmail.com, even to talk as a friend.:)
A bit of hard surface practice plus a chance to use Zbrush for something not bumpy and lumpy. This character is a high ranking official of some sort, out in the bad areas in a suit fit for hot, cold, bad air, and whatever else may show up.
Hi there! After finishing some projects I wanted to sculpt something a bit different in my spare time. Right now I am working on the glove wrinkles. The idea is to texture her on Substance Painter and to use Marmoset for the render (if by the time the piece is finished I have learnt Unreal I might be using this engine for…
Hey mates. While watching a recent episode I saw another one of Tohsaka's famous mimics and wondered "How would that translate into 3D" and made a little thing. Here goes. Original face: [ame] https://www.youtube.com/watch?v=1UlgP7NQfXI[/ame]
I did this for a 300 level class at Ferris State University. I know the hair's crap but other than that how'd I do? any tips on future projects/ how to make hair (with out zbrush's actual hair fibers)?
I'm getting some really odd effects on my normal maps of late in Designer. I'm plugging in height maps generated in designer into the height > normal node and getting some very bitty quantising type effects going on. Any thoughts? have I done something odd in the settings?
Hi, I've started work on a likeness of Peter Falk (Columbo). I'm not great at characters so would like any critiques or advice. Concentrating on getting a decent sculpt for now. Will have to think about texturing and stuff later. I'm nearer a stage where I'm thinking about surface-detailing and making unique features... or…