Arggg yes Xgen, honestly it looks amazing but every time i used it Maya crashed after about 4 hours off that i just decided too move on and try this method. It was one of the most frustrating days iv had as a character artist, im sure i was doing something wrong but OWF, my hair way graying haha. That might be the best…
Thanks! I guess i gotta update this thread here, the hair looks way different by now *cough* I'm sorry, i don't have the time at the moment to make an actual tutorial, but there is no magic to it. For me it was a good amount of trial and error, back and forth until i found a workflow that i liked. I guess in short it's…
Hello everybody! B) I posted my past work here finished, but now I want to share with you all the stages of development :) In this work, I decided to start tightly learning Marvelous Designer for fabric (before i used to sculpt all the folds in ZBRUSH) and the Arnold render to get the best quality. Since this year I am…
Hi guys! :) As a big fan of Red Dead Redemption I had to do this. I think Arthur Morgan is one of the best characters out there and I love how he evolves as you progress in the game. It's been a while since I've wanted to make a stylized character, something that could fit into a Pixar or Dreamworks' production style, and…
Dont take this the wrong way because i dont mean any harshness whatsoever toward you Mike Yevin, but I think versatility in a folio is for n00bs. To me it feels like something a n00b would do, similar to a blanket email a n00b would send out to 50 game devs explaining why they are the best n00b to hire. By default having…
As someone who self evaluates as a lower-mid tier Character Artist atm, I'll say in general I would hope a course taught by a senior would zero in on what I'd describe as technologically specific and esoteric tasks within a character art pipeline. To me that ranges from high poly modeling methods for specific problems…
Well, you can paint the eyebrows directly as a texture if they going to be thin and straight (mostly woman eyebrows) but if you want a more realistic result either haircards (first card with one/two hairs and then duplicate it arround the mesh,similar to a beard) or fiber/xgen/anything that makes splines of hair. In my…
HarlequinWerewolf and JohannesAg thank you very much for your comments and help ! Yes, for texturing I have again need to work on it. That's true, I have just take basic material, i'll try to make a better job on the next project. And yes, for the UV I have just follow my teacher how work on his cartoon character and make…
Yea I have em sorry I have just been using Xgen a lot lately and being too lazy to sculpt with the placeholders xD I have watched Frank Tzeng and Tom Newbury's prop tutorials and they say they usually use Angle of View of around 28 in Zbrush so that's what I've been using to get as close to a realistic perspective as I've…
If he's built on the "Gen Mo'Kai". skeleton, and the proportions are equal, then you can just "copy Mesh peoperties" from a current Gen Mo'Kai animation, and then switch back and "Paste mesh Properties" onto your model and this will give you the same scale as the current (somewhat short) Gen Mo'Kai. However if his…