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Quote: The time varies, based on subject matter. I think the general estimate is 3 weeks for HP, 2 weeks for low poly and processing. Maybe a week for texturing. Speaking for myself, I try to stick to that schedule, but in practice I often revise and revisit a model several times throughout the project.
Testimonial “Danny is one of the greatest speaker I've ever met. His conference was one of the most well prepared with artistic and technical content. All taught his great experience in feature film and game industry he is very down to earth person and who ever needs his advice, he is always willing to help. Danny's level of comprehension and skills in traditional and digital art sets him apart as veteran character modeler and experienced teacher as well.” - Alexandre Troufanov, Character Artist on Assassin's Creed 2, Ubisoft Montreal <p style="text-align:right;color:#A8A8A8"></p>
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Hi, hello again i dont post here much because most of the recent stuff i did are just practice sculpts with no texture or post processing..so i thought of keeping this shabby sketchbook of mine to post those zbrush sculpts i will keep updating this sketchbook with better work and not just WIP's in future.. thanks for checking and as usual, suggestions and critiques are welcome this one based on a concept sketch by Eric Spray couple of likeness study based on a concept of Kory lynn hubbell <p style="text-align:right;color:#A8A8A8"></p>
This document is a general overview of the topics that need to be taken care of when modeling a character for the CryENGINE. It also contains links to more detailed sections in the documentation. A character is a combination of geometry data that is attached to a skeletal hierarchy. Examples include a human body, a shark, an alien, a horse, or a rope.
Hi! It was a long time ago when I uploaded an image here but I have been working as a rigger for a while and you may know that there is noting much to show here as a rigger :) Although at work I'm rigging characters, in my spare time I like to occupy myself with modeling and sculpting in Zbrush. I have found the inspiration while I was playing with the new Mortal Kombat and saw those beautifully detailed characters.
With only seven posts in the two years that Bernard Beneteau has been a member at ZBC, he's definitely what you'd call a "lurker". But sometimes it's the quiet types who can surprise you the most. That was certainly the case when Bernard shared his recent work on Mortal Kombat vs. DC Universe. The characters were awesome! We then checked out his website and new right away that this was someone who needed to be interviewed.
Lowpoly characters do not usually have that many polygons for modeling wrinkles directly into morphs. To help accomplish this, use wrinkle map that are blended via morphtargets. Wrinkle maps are special textures derived from two normal maps (in this case a frown and an eye brow raiser facial expression) and manually created in Photoshop. For a frown for example you lower the eyebrows.
Buenas a todos!, soy nuevo por aquí y espero poder aprender y aportar un granito de arena...! Bueno, he estado modelando esta variante de "Nanotraje" del conocido juego "Crysis" (Crytek) pero en versión femenina.
Lagoa Training & Artists I often get requests of Lagoa artists available. I know a handful of them and I always pass it around to the people I know. But from time to time someone new appears doing beautiful simulations.
Battle Guy: Game Ready Character Creation Tutorial Tutorial By: Anwar Bey-Taylor - www.mindtravelerdesign.com Model By: Anwar Bey-Taylor - www.mindtravelerdesign.com Concept By: Clement Sauve - http://clementsauve.deviantart.com/gallery/?offset=24#/d2irvdm Introduction: This walk through will guide you through the process of the creation of "Battle Guy", a game ready character model. This tutorial is written with broad strokes, allowing the reader to start to gain an understanding of the many stages that the model went through during creation. Tools Needed: Pixologic Zbrush Autodesk 3ds Max Headus uv layout Xnormal 8 Monkeys Labs Marmoset Toolbag Concept: Concept was drawn by Clement Sauve (RIP)
3DMotive - Unwrapping with Roadkill Complete Course English | AVC 1280x720 15 fps | AAC 125 Kbps 44.1 KHz | 506 MB Genre: eLearning In this tutorial on Unwrapping with Roadkill, instructor Stephen Wells gives us a full overview of this powerful UVW unwrapping tool! We'll take a basic look at the tools, start with an introduction to the interface, then dive into using the tools on some complex shapes - including an axe, a shark, and a full character unwrap from start to finish!
Team Fortress 2 is a good game. The same applies to its predecessor Team Fortress Classic. The 2 big differences between both games are the different graphic styles and the fact that both games originates from two different generations (TF Classic is based on the Half-Life 1 Engine ( Quake ) and TF2 is based on the Half-Life 2 Engine ( Source )). Team Fortress Classic has been already ported to the Source Engine (Fortress Forever) but there is no HL1-version of Team Fortress 2 so far – until now!