Thursday, July 4, 2013

Portfolio WIP's


This is a character I was working on in my art binge. I started the sculpt in Autodesk Mudbox and moved it into Pixologics Zbrush. At this point, in Mudbox, I had about a million and a half polys going and really couldn't get any more details into the sculpt unless I retopolgized the mesh. So I took it into zbrush, used one it's new features "QRemesher" and started back in on the sculpt. There's a couple of different ways to handle retopology, but while I'm in the middle of a sculpt, QRemesher is the way to go. Can you say, "saving time and energy, for real." 

When it comes to character design, I tend to start with the head when I have no clue what I want to make. It's usually a bad idea though, sometimes. I say that because, sometimes I lose the theme or the feel of the head. I think it's better to do what a lot the industry designers are doing, and that's working with thumbnail silhouettes first. Hey, but sometimes I'm feeling the mojo and jump right into sculpting, instead of pre-planning in 2D first. I'll post a shot of what i did in Zbrush sooner, than later.