Hello Polycount! Worked on a realtime head during my free-time whenever I had time off work. Been spending way too much time on lighting and shots in Marmoset, but decided to call it done now. Would love to revisit this type of character for a full-body render, but for now I'm just trying to become comfortable with…
I've returned from GDC with a whole slew of new information for getting myself into the industry. I need some improvement. The past week I've been thinking in my head, going back and forth on whether or not to learn Substance Designer and/or Painter, or focus on what I know and improve my portfolio with that knowledge. I…
Hello Polycount community! I haven't really posted much yet, so i decided i would today. :) I have been using Blender for a while now, and recently started getting a bit more into sculpting. I'm not that good, but I thought I would just start trying to sculpt things to improve my skills. Below is a head i'm currently…
So i didnt make the DA-contest deadline and decidet to turn stuff around a bit, to focus on improving my weaknesses. Instead of doing a full char i am going to focus on her head only, but push that realy as far as possible. The new core focus is realy on texture work and presentation since i got a HP i realy like, and that…
Howdy! Trying to get some practice with a realistic head sculpt. Right now I'm mostly just working on the form, and I'm about to turn symmetry off and start going into more detail - but I figured I'd see if I could get some input first so I can fix any big issues before moving forward. Thanks for looking
Hello community. I need a specific artist who is really cool at modeling character faces, especially females. I have set of sketches for female character and need head model with face to bee exact match to them. Priority #1 is ability to perform hi-poly sculpture (Zbrush?) Priority #2 is optional - retopology to game mesh…
Hi. I've got a character sculpted in zbrush. With the floor grid 'y' axis turned on in zbrush the character is standing right on it. But when brought into Maya the head of the character (not the feet) is at the level of the grid (I did export it as an fbx, not obj from zbrush). Is this what normally happens?
i have just been working a little this afternoon on this head i just started it in zbrush today,i used my wacom, isnt it the Cutest 3d model every,haha,jk let me know what you think, Thanks,Chris http://img262.imageshack.us/img262/884/creature01vg4.jpg
Hey ya, It's been years since I've posted here. I had a model I had been working on and off for for a really long time. So I decided to try and take it further, mostly to try and put something into UE4 to learn about it. I have a bit of walk through on my website so for here I'm just post some pictures of the progress.…
Hello, Running out of things to try when importing my mesh to unity. I have rigged a head ( for VR) to have some mouth movements. The things i've tried are as follows.. bake animations key frames in maya before exporting Keyframe animations and not bake on export / before exporting Here is a screen of what it looks like..…