OK,here goes. Starting a female figure sculpt to maybe use for something later. I went old school, starting the base mesh in Maya. Now I'm starting some work on it in zbrush. Any anatomy critiques would be helpful, thanks. Actually, looking at it as I post this I can see lots of things to change, but I'll put it up anyway…
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Hi Peeps! Here are some grabs of my most recent works. I'm a massive H.R.Giger fan and finally felt I'd give it a go. Base mesh in Silo 2 and highpoly in ZBrush 3. Crits welcome! http://www.wazgrafix.com
Hey guys... I know I've already mentioned it but my studio is closing in a couple of weeks and I thought I'd share this story. Food for thought. Dan's article is spot on and gives a good insight into the industry here in Adelaide. http://tsumea.com/australasia/australia/news/020910/a-plea-to-save-krome-studios-adelaide Btw…
So i decided to go back to the basics to form a better understanding of the modelling/texturing process all i have is this so far the tops have no polygons yet any tips as to how i should proceed topology wise is appreciated
Hello Polycount, I haven't been on here for yrs! Now I'm back and rusty (or wasn't good to begin with) so I'm ready to get better. I've been listening to Flipped Normal on Youtube and they emphasized the importance of your foundation over just learning softwares. That really stayed with me and now I'm taking on this…
I was not able to render the thing in cycle because somehow this old think-pad is always overheating. so, concerned about the health of my only thinkpad, i decided to just take a screenshot of the material viewport and aplly the style via PS.