ZBrushCentral

Help me realize my dream!

Im a total noob to this forum and to zb3. A little about me… I graduated from the Ai of CA in San Diego. I worked on military animations for the government and had a gig doing the UI for SCEA’s mlb07 the show.

UI is cool and all, however, my real dream is to become a character artist. I’ve seen some GREAT work on this forum and I hope that you all can help me and push me in the right direction!

Heres a couple pieces, feel free to comment, critique and “rip me a new one”! I’m here to learn and to pick your brains! :sunglasses:

rangerhead.jpg

more can be found on my website www.karlhebron.com

Attachments

LTHiRes.jpg

very cool.

Good direction, I checked out your page too. I think if I had to give some advise I would say try going higher poly with your base meshes and really nailing anatomy and crazy detail in your characters. If you take a look at some of the base meshes these other artists use you will see that they start a little higher. I don’t know if you’re dream of character artist is for game or cinema but either way poly count up, for games these days 5000 to 7000 polygons for a single character is normal (gear and all). Learn about normal maps (Zmapper when it comes out will be a god send to character artists) and I cant say it enough, really know anatomy. I’m a currently a character artist over at the AI:LA’s game production team and I think what we hear the most when our zbrushed stuff is critiqued is “don’t make it look so cottage cheese-y” which for your cthulhu looking thing I would really consider. Don’t forget about your Pinch and Smooth tools, these can help so much to make detail look like it belongs. If you have an specific questions I would be glad to help you out.

thanks for the help godlyzombie! ive tried to use the workaround by creating a displacement map and using the rgbnormal material. i’ll try working in a higher poly count as well

anyone goin to siggraph? I figure i’ll seize the moment and show what I have