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Gradually adding elements. This time - arms
Great work! For the nipples, I'd put them more centered to make it more anatomically correct.Love the worn look of her skin.
Thanks! Totally agree about the nipps, I've understood it just after I've finished the work. I assume i've just spent too much time on the piece without rest and didn't get this obvious mistake :C
Hey! I was out for a little while. Had sorta like a vacation, decided to have some rest and get back to work full force. Here's a speed sculpt as a sign of me coming back to life No fancy textures this time, but I will give this guy some polish later :3
I set myself the task to practice using the Marmoset Toolbag for presentation and I also wanted to finally start messing around with the skin shader there. The skin shader turned out to have its own problems, of course, at first I couldn’t get it to work, then Google suggested that the size of the model should be made more realistic, since the lighting on the skin is calculated on the basis of millimeters. Nevertheless, the skin still turned out to be more shiny than necessary: S But in general it is already better than before. If anyone has any tips on setting the skin shader up in Marmoset, you are more than welcome to contribute
Something a bit different. Came across this wonderful website: https://www.3d.sk/ It has some awesome references of human bodies\heads, as well as cleaned scan data. You may find it useful, guys, if you haven't seen it before :3 (not sponsored lol)
Nothing new for now, quite busy with full scale projects for the portfolio, but I am still devoting some time to practice. Hence, woman head :3 I've tried to stick to low subdiv levels for as long as possible, it actually gives awesome results, forces to stay focused on big shapes
Yes, its soo much easier to lock down your main shapes when you're dealing with fewer polygons. Awesome work!
About a month ago I was doing work for one contest in the Warhammer universe. The competition itself was not successful due to lack of skill, but the experience was interesting and entertaining. Character: Mad Dok Grotsnik.
This is awesome! Think you'd take it into substance painter at some point?
Yeah, I'm thinking about it. I'll fix a few things and texture the guy properly. A friend of mine asked me to make a textured version for his DnD game
Wow, I've only just now noticed, that my work got featured at the top I'm not quite sure whether I deserve it, but well, I'll take it xD
Continued working on my MechaHellboy dude. For now it is a bit drafty, I've changed quite a few things, soon gonna polish everything, break the clothing symmetry and getting ready for retopo
Dropping a quick update on my status. Still working on my mechahellboy, the end is near, fortunately. You know, how it goes, when you've learned smth new and want to redo nearly half of your model Also, learning Substance Designer bit by bit, awesome thing! Hope to apply it to smth really soon
Coming along nicely, still a bit messy, but the most difficult stuff is almost done. Soon I'll get to texturing the guy, looking forward to it so much
I'm messing around and learning Substance Designer. So far just following the tutorials, but, in general, I feel that in the software itself there is nothing very complicated. All the tools are the same as photoshop tools (and the ones in Substance Painter, duh), just in the form of nodes. Once you get used to it, it works like a charm.
Small practice piece I've done just to clear my head. You know, turning on the music and just sculpting whatever comes to mind :3 Sometimes it's just necessary to do.
Decided to take part in the Sculptober (essentially sculpting 1 quick piece a day). Day 1 for me (since I missed the 1st and 2nd of October lol :D), topic: Dehydrated
Sculptober, Day 2. Medusa. I'm not quite satisfied with what I've got after couple of hours, but I've decided to stop now, just so the word "speed sculpt" actually made sense
Sculptober 2019, day 3 (lets pretend I didn't skip yesterday). Living plant