I love this face - if I recall correctly I first saw it on a thread here with more of the same stuff by the author. Can anyone help me out in finding the rest of this author's stuff and/or the edits of it? If someone has them all saved it would be nice if they were posted here or on some image hosting album.
>>507717 i woke up with the sudden urge to sculpt a wendigo from until dawn. i been at it all day and it looks shit. the anatomy isnt that bad, but it just looks shit. ashamed but here it is, maybe someone can give a some advice on whats wrong... should i keep working on it? maybe detailing/posing might save it
>>507716 Put in the hours, think about the subject, sculpt, sketch, and observe various people already proficient going at it. Keep doing that for a few years and you will become a solid sculptor.
Picking up 2D probably teaches you the fastest because a big part of creating shapes is having a very accurate eye for reading curvature, and the motor functions to replicate them. Sculting allows one to dick around more nudging shapes into existence, drawing objects/people are more unforgiving and will force you to develop... Comment too long. Click here to view the full text.
Lets have a thread for questions relating to things in reality we want to model but don't know the name of. Take my example:
I want to model pic related, but I'm having trouble with the swirly part. I looked up pillar swirl and column swirl and nothing relating to what I wanted popped up, so I would like to know if any of the builders of /3/ could answer my question: whats the swirl of the pillar head called and is there a good tutorial on making a decorative pillar head?
>>507665 Hongfire forums. The guys there mod the game to add new dresses and animations. Some guys know the model format and most likely the utility used to modify the models is open source. I would try there.
It can't really be this long-winded can it? I just did research on how to do this and all I can find is that you build UV -> unwrap -> create texture map -> export model and map to your other software (I'm using lightwave) -> MANUALLY put the paint back on its correct spot
Am I missing something? Is it ACTUALLY take it off just to move it and put it back on again? Is there no way to automate putting it back on?
Im a beginner hobbyist and want to eventually make my own portraits and character art. How good at traditional drawing do i have to be to make things of this quality? How good at 2d must one be to make quality texture maps?
How do you rig, pose and perhaps also animate living slimes, jellies and other marco-sized amoebas?
What is, i nyour opinion the optimal pipeline for doing a lot of stills of an amoeba-type creature? Let's say you're making a D&D themed comic and these critters pop up constantly. Would you concede going all the way back to the modeling software and remaking the base model for every take?
>>507531 Just model a blob, rig it and animate it. If you want some dripping and melting effect you just make an animated material. If you want it to actually change forms and such I think you have to use blendshapes.
>>507503 Well my issue currently is whether or not I should even go to school for animation?
If so, then lately I've been looking into CSUs (California State Universities) such as Fullerton, or Long beach. Both said to have great programs. Would you recommend this as well? Or is an "animation school" more preferable in your opinion?
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