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I am a Deviously Deviant
ironconquest86
22/Male/Mexico
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Last Visit: 46 minutes ago
Raul
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Thanx! glad u like what am doin! mmmmmmmm my technique I would say is a lot of reference, usually what i do is look for 10 photographs that I like and compile them into photoshop, then in zbrush i reduce the size of the window and bring up my reference image, and well, sculpt away!
Looking through your gallery I see you have an eye for cartoon characters (something am trying to get into)and I like the way you give them personality. My question is are you using reference ? (concept art, photos or something you drew?) ,also, something big that I found out along the way, is to begin pushing and pulling vertices in the beginning subdivision levels, after a fair-enough silohuette begin the scupting, and at the end (highest subd level)start doing the high frequency detail (pores, wrinkles, etc.
I dont think youre lacking something because like I said you have a good eye for cartoon characters, but if you want (or so I think) to give them more realism, then a lot of reference goes a long way.
Hope this helps! and keep up the good work!
--
Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.
Yeah, I usually go off the drawings I made of the characters. I usually just model them in maya; and throw them in zbrush for post work. Perhaps I should just start working zbrush with Zspheres for characters you know; btw how is the unwraping process in zbrush?
mmmmmm.... zspheres, well heres the thing abouth those guys, topology, if u know how you want your topology to flow then go ahead and use it, imo i would stick to building the basemesh in maya or switch programs in the first subd levels to get a good flow in topology. Now the unwrapping... zbrush has zmapper but it only unwraps in a way so that the computer can read it, now if u have your uv layouts fom maya or 3ds then it works perfectly. Try searching for some tuts on zmapper from gnomonology. Hope it helps and take care my friend!
--
Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.
thanx! same for u my friend unique characterization in your style!
--
Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.
--
Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.
--
A Maltese in the hand is worth two in a basket
mmmmmmmm my technique I would say is a lot of reference, usually what i do is look for 10 photographs that I like and compile them into photoshop, then in zbrush i reduce the size of the window and bring up my reference image, and well, sculpt away!
Looking through your gallery I see you have an eye for cartoon characters (something am trying to get into)and I like the way you give them personality.
My question is are you using reference ? (concept art, photos or something you drew?) ,also, something big that I found out along the way, is to begin pushing and pulling vertices in the beginning subdivision levels, after a fair-enough silohuette begin the scupting, and at the end (highest subd level)start doing the high frequency detail (pores, wrinkles, etc.
I dont think youre lacking something because like I said you have a good eye for cartoon characters, but if you want (or so I think) to give them more realism, then a lot of reference goes a long way.
Hope this helps! and keep up the good work!
--
Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.
-Mark Twain
--
A Maltese in the hand is worth two in a basket
zspheres, well heres the thing abouth those guys, topology, if u know how you want your topology to flow then go ahead and use it, imo i would stick to building the basemesh in maya or switch programs in the first subd levels to get a good flow in topology.
Now the unwrapping... zbrush has zmapper but it only unwraps in a way so that the computer can read it, now if u have your uv layouts fom maya or 3ds then it works perfectly. Try searching for some tuts on zmapper from gnomonology. Hope it helps and take care my friend!
--
Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.
-Mark Twain
--
Stay Blessed, & Keep Creating!
--
Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.
-Mark Twain
--
Stay Blessed, & Keep Creating!
--
Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.
-Mark Twain
--
the day before u die
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