Tuesday, October 21, 2008
Warrior WIP
WIP - bust of a male. Still much to be done, but since Z-brush crashed THREE times (and no, I didn't use incremental save... THREE times... you think I would have learnt the first time!!!). Starting to use more of the available tools tho' masking, morphing and move...
Monday, October 6, 2008
Thursday, May 22, 2008
Friday, May 9, 2008
Excercise 5 - different texturing and modelling techniques for organic models
Saturday, April 5, 2008
Thursday, March 20, 2008
Monday, March 10, 2008
Thursday, February 21, 2008
February - Excercise 2 z-brush excercise completed
Saturday, February 16, 2008
February - Texturing in Progress
Thursday, February 14, 2008
February - Beginner Z-brush Sketches - In Progress
So, things I've learnt so far through trial and error:
1. No cut in detail e.g. areas where cut in detail in clothing was neccessary...
2. As low poly modellers, we put more detail in certain areas, yes? Mouth, eyes etc – 'bendy openy' areas – which doesn’t translate well in z-brush… even polys all way through with very very little defining detail, meaning HeavyMan (above) should be generic enough for me to use the base mesh for a bust of Marie Antoinette.
3. It’s all in the detail – painting and referencing. How well you use reference and how practised you are in painting is important – ears, nostrils, tear ducts – you just can’t get past inadequate accuracy – people automatically seem to look at the work and go, the ear looks wrong.
4. He will indeed be textured… and actually that is another point – the unwrap had to change considerably. No overlapping/mirrored uvs… no scrunching or squeezing into smaller areas i.e. keep resolution equal – back to equal polys make equal uvs.
5. AND finally, practise makes perfect!
1. No cut in detail e.g. areas where cut in detail in clothing was neccessary...
2. As low poly modellers, we put more detail in certain areas, yes? Mouth, eyes etc – 'bendy openy' areas – which doesn’t translate well in z-brush… even polys all way through with very very little defining detail, meaning HeavyMan (above) should be generic enough for me to use the base mesh for a bust of Marie Antoinette.
3. It’s all in the detail – painting and referencing. How well you use reference and how practised you are in painting is important – ears, nostrils, tear ducts – you just can’t get past inadequate accuracy – people automatically seem to look at the work and go, the ear looks wrong.
4. He will indeed be textured… and actually that is another point – the unwrap had to change considerably. No overlapping/mirrored uvs… no scrunching or squeezing into smaller areas i.e. keep resolution equal – back to equal polys make equal uvs.
5. AND finally, practise makes perfect!
Sunday, February 10, 2008
February - Beginner Z-brush Sketches - In Progress
Wednesday, February 6, 2008
February - Beginner Z-brush Sketches - In Progress
Monday, February 4, 2008
February - Beginner Z-brush Sketches
I'm a 3d artist working in a games company, and I've set myself the task of learning z-brush this month. After many video tutorials, I tried out 20 minutes on two heads, based on a bust mesh provided by Pixologic. Try their download trial version now...
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