Well this'll be fun. '02/'03 stuff (mostly '02, I think) www.polycount.com/cottages/souldesigns/old_shat/bar_01.jpg www.polycount.com/cottages/souldesigns/old_shat/dec_02.jpg www.polycount.com/cottages/souldesigns/old_shat/drac_03.jpg www.polycount.com/cottages/souldesigns/old_shat/h_hamako.jpg…
[ QUOTE ] [ QUOTE ] Since I'm an enviroment guy we have very little concpeting done for our stuff. Its mostly whatever you want to do in your spare time. I use Max to rough out a level as a concept and normally paint over renders to get a feeling for detail. So I doubt any more info from me about concepting would help that…
2. Pre-Production - Back To Basics If you want to be a character artist, you need to learn and practice anatomy. Pull out your sketchbook or tablet and start drawing. If you are not sure where to start, there are plenty of resources available to you. Polycount has a lot of threads on the subject, and CGTalk has a dedicated…
Its coming together nicely! although as stated above the composition needs quite a bit of work Try changing the level directly from a 2D view then build the level around it, your going after a portfolio pic, if you were going after a pure level you would need game mechanics to build it around. So focus on the end result…
@pmiller001 Here's a video I found that explains landmarks really well. Basically bones that are very close to the surface, Not muscles. I marked the clavicle, the arch of the ribs and the belly button in red, they are all landmarks which you can use to measure distances between things on the body, I forgot to mark the hip…
In between photo studies I think it's good to just study anatomy in general; that way you should have an easier time knowing how to place the stuff from the photos. Check this stuff out, I think you'll find it useful: http://www.alexhays.com/loomis/Loomis%20Figure%20Draw.pdf…
Managed to make the desk fit in one texture set so that's less draw calls (yay!), added a few more props that all share the same texture set. I can't seem to make the gramophone fit into one texture set. What would you guys recommend? Trim texture? Smaller texel density for some elements? Still very much looking forward to…
I've watched this so far (with subtitles because I don't speak spanish): https://www.domestika.org/en/courses/1368-figure-drawing-the-human-head And I try to watch this during my lunch break at work: https://www.udemy.com/course/zbrush-2021-character-likeness-sculpting-tutorial/ I use google images, pinterest, and pureref…
Quick update to say that I have spent a few hours messing with Fibershop. One minute I love it and it does what I need it to do, the next it's drawing things 2 miles away from where I want it! Anyway, I managed to get some textures ready so will setup my Maya scene to place the cards and see how it goes. I do, however,…
The real trick to zbrush is to understand how its a painting program at heart. Everything boils down to this, from its the ability to push millions of vertices on outdated hardware to even the names Pixologic and Zbrush. Its design has more in common with Photoshop than it does Blender or Maya, so it really helps to think…