Played around with some brushes in zbrush for texturing/creating rock like structures/forms. About half hour total.
I will polypaint the rock below at a later stage.
This is primarily exploration for some rocks I plan to create for an upcoming project (that will have substantially more time invested in them).
Sunday, 28 August 2011
Friday, 26 August 2011
Hard Surface Vehicle - Day 1
So I've started work on a concept done by Scott Robertson to practice some hard surface modelling. I only have a 3/4 and a side view to go on for reference. The side view is faceted and considerably different in shape/style than the 3/4 view, which makes things difficult. (I am aiming for it to look like the 3/4 view.)
I could have gone ahead and modelled a Lamborghini which looks similar, but I wanted to just get in there and move verts around and create a nice shape, without the hassles of matching exact measurements like I would if I were to recreate a real car.
Anyway here's the result of day 1, more to come later.
I could have gone ahead and modelled a Lamborghini which looks similar, but I wanted to just get in there and move verts around and create a nice shape, without the hassles of matching exact measurements like I would if I were to recreate a real car.
Anyway here's the result of day 1, more to come later.
Thursday, 25 August 2011
Have to start somewhere.
First post! Exciting? Not really...
I post this work with the idea of looking back in several months time, and to see how much I've grown.
Being new to modelling realistic characters in zbrush, the common thing I get told by experienced artists is to "work the lowest subdivisions as much as possible before moving on."
Today I roughed out a female in zspheres, and the goal was to see how far I could push the model at the first subdivision level and to practice proportion. This was great practice, and I plan to do it for the male figure and for the face.
I can already see quite a few problems as I write this looking back, particularly in the hand/wrist area (too thin), and the deltoid area. By making mistakes like this, I hope to never do them again :).
Although ugly, once I feel I can nail lower levels, I will move on to using the clay brush at high subdivision levels to really define form.
I post this work with the idea of looking back in several months time, and to see how much I've grown.
Being new to modelling realistic characters in zbrush, the common thing I get told by experienced artists is to "work the lowest subdivisions as much as possible before moving on."
Today I roughed out a female in zspheres, and the goal was to see how far I could push the model at the first subdivision level and to practice proportion. This was great practice, and I plan to do it for the male figure and for the face.
I can already see quite a few problems as I write this looking back, particularly in the hand/wrist area (too thin), and the deltoid area. By making mistakes like this, I hope to never do them again :).
Although ugly, once I feel I can nail lower levels, I will move on to using the clay brush at high subdivision levels to really define form.
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