@slosh Thanks so much man! @Brian "Panda" Choi - LOL @TeriyakiStyle - Thanks so much! I have no idea what Jeremy (concept artist) had in mind O_o - but I imagined it like a cross between genji and doomfist. I really like the idea of a character with a sword and shield that has the ability to get into combat with…
I would say focus on balancing small/mid/big shapes. Right now it feels like mostly a lot of Mid sized shapes defining the silhouette. Look at reference for industrial stuff and notice how a lot of thin (and various sized) wires populate these types of things. I like the armadillo-esque plating on the back especially…
i dont see the demo reel, just a white box...not sure if it's my browser (firefox) or if it's just taking a long time to load. Didn't bother waiting for it. You should present you armor and statue more professionally, not just a screenshot from zbrush. You're statue is not in perspective mode. They also don't look…
I've gotten the UV error plenty of times. You've almost certainly got a sneaky face somewhere that managed to either not get UV'ed or get its UV's deleted. Run a Mesh -> Cleanup on the Lo-Res and Select Matching Polygons (don't Cleanup Matching Polygons, as that will delete them and you could lose faces you need) and…
I like the model, though one thing you could do is scale the snout in just a bit. Right now, it's a bit difficult to focus on the character's whole face. This could improve it's real-time cinematic appearance. The UV layout looks solid, but there are some thing about the texture that are confusing. The shirt continues past…
Yeah man, reference, reference, reference. Always start by getting yourself tons of pictures of your subject. I'd go for pictures of Thor in different styles (assuming you're going for the Marvel character, get drawings from different artists so you can understand the key points each artist tried to represent the most),…
Okay, trying to cut this down to 1000 words or less. Here ya go: The sun slid away over the crystalline hills as she peered around the corner of the stockade. She pulled her cloak close hiding her armor. Her long white hair was carefully tucked under her hood. As much as she tried to blend in there was no getting around…
Hi, I used to do rigging and skinning in 3ds Max 2012 and was able to get everything working the way I wanted. But I haven't done rigging and skinning for a long time and I am now using 3ds max 2019. Now when I try to skin my model to my skeleton, I get unexpected deformations. Back when I wanted to skin solid pieces, E.G…
Hey there everyone! My name is Marcel and I'm currently learning a 3D workflow to create game-ready characters. Never really sculpted before, so I'm following different tutorials online. The workflow I want to try out, since I have all the programs required available is sculpting in zBrush, retopo in Blender and texturing…
This is also something I've been trying to figure out, since my character projects also consist from multiple separate meshes, instead of a fused watertight low poly (which is more an old workflow from early 2000s). Arrimus 3D explains how simple proxy mesh can deform multiple complex meshes. Weights can also be…