Hey again Jordz. I would say yeah that's too many skulls, but you should consider taking a step back and looking at the big picture. When looking references in this case first look for cool shapes that inspire you instead of looking for details to copy (that comes later). Overall big-shapes are what defines the…
I received a some feedback from the challenge's host, Javier Perez. "My biggest call outs would be from the textures. Are you using sculpts to get your normal information? I think you could take that wooden bed and really make an awesome sculpt taking the time to sculpt each log inside of zbrush.My next concern is that…
Use photo ref to model your anatomy from it will make your life so much easier. The anatomy on both the head and body are still a bit off. On the Head: You shouldn't be able to see where the ears connect to the skull in a front view just look at photos the Natalie Portman one is good. Where the ears connect should be…
Interesting concept and start of your sculpt, I like where this is going. From an anatomical point of view the arm and ribs need a little work, particularly the shape of the underlying muscles for the arm and defining the ribs a little better. Look at body builders or some of the Dead Space stuff for good reference. I like…
See, with every skull you do, the next one is always better! ;) Keep at it. Few more skulls and you'll feel more comfortable getting back to sculpting full heads.
The skull is way too shallow in the side view. If you are working in zbrush make the interface transparent and place an image of a skull in side view under your sculpt. Nice work.
[ QUOTE ] 1. There would be skull ornaments everywhere. [/ QUOTE ] Haha! This would be the same for me, too. Hmmm just looking around this room there are too many skulls to count quickly.
Info post. I'm making CG cinematics from zero (except sfx/music that I'm using made by others) Software I prefer is Unreal Engine 5, Blender, Teya Conceptor and Davinci Resolve. Important thing is that I so skilled that I developed my own 3d software using c++ :) Here a some cinematics/videos in different genres, sci-fi…
A Skull. Half scale maybe? https://boneclones.com/group/half-scale-human-skulls Or one of these http://www.anatomytools.com/anatomy-c5.php Or something similar.
Hi! Perhaps I should have kept it more digestible, like: 'With an high to lowpoly approach, I would closer match the highpoly and improve the highpolys edges/shading'. But as so often with this 3D stuff, I find there's not an 'one and only way', but different options that can be combined based on the situation. And when…