![]() Also, this approach helps to optimize the sculpting process - you will try to find faster and more effective ways to achieve better results. Since time is limited, it's quite important to concentrate on basic proportions and shapes. Speed sculpting is a very useful exercise for improving a range of skills - understanding of forms, attention to details, different sculpting techniques. ![]() For this phase, I increase the polycount to the highest level. It helps to operate with forms easily.įinally, I work on the smallest details: wrinkles, surface details, some small accents - all these things can be done when all the previous stages are finished. For the current level of detail, I try to keep my model as low poly as possible. I use different approaches for different kinds of surfaces - dynamesh when sculpting organic forms, Zmodeler and Dynamic Subdiv for hard-surface. I can paint some details in Photoshop over the 3D blockout - switching between ZBrush and 2D software for refining some elements usually works faster for me. After finishing the big forms, I start to work on a middle level of details - groups of muscles, clothing, etc. Make sure that the model has an interesting and noticeable silhouette. It’s very important to find clear and bold shapes at the beginning. Then, I use ZBrush for sketching, working out big shapes, and defining the silhouette. I need to imagine clearly what I want to see as a result before I start to work. ![]() Usually, the work begins with an idea and reference search. Eventually, I decided to concentrate on two directions: creature concept art and stylized characters (old school hand-painted and PBR). I love a lot of games with different styles and there are a lot of things I would like to try. I’ve always had a problem choosing which style and direction I want to work in.
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