Don't be shy. Please leave constructive criticism. These are works-in-progress, so I know they can be improved. Nitpick if you want.
I appreciate attention to detail and also respect any potential differences of opinion.
I need good feedback to help improve my work as well as to see things in a different light.
THANK YOU.
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In 2004 I left the games industry to pursue my own photography business. Then last spring I toyed with the idea of jumping back into the industry, and in doing so, started learning ZBrush, but ultimately dropped it and stuck with photography...
...until this April when I decided I missed it too much to let it go. So I spent some time getting back to speed with Max and then picked up where I left off in ZBrush.
And to date, I'm currently working on building up an all-new portfolio (the last time I was job searching the CG biz, was back in 2000, so my old portfolio looks somewhat dated). :/
I figured it might be a good idea for me to share some of my works-in-progress (they're all "works in progress" at this point) as it'll help provide me with some good feedback and also help motivate me (I hope!) to continue to make progress.
Although none of my works have really been "detailed" just yet, and they're all pretty low poly, ZBrush has actually become a vital part of my creative process in helping me very easily work on proportions and sometimes sculpting in higher subdivisions and then reverting to and exporting the base mesh to continue to work in Max.
I find that once I have a good, semi-well proportioned, low poly base mesh, adding subdivisions and sculpting in details is easy (but obviously that comes towards the end of the process)...as is transposing precisely because of the low poly nature of the base mesh (not a lot of verts to get in the way).
I do a considerable amount of work back and forth between Max and ZBrush. I do a lot of mesh construction in Max, but most proportioning in ZBrush...especially now with the incredible transpose and rotate/move/scale options. ZBrush 3 has some amazing "soft selection" abilities.
I absolutely love ZBrush 3, lazy mouse, and subtools. My only main complaint at this point is the lack of 32-bit displacement export... so for the time being, I'm doing a lot of modeling, but not a lot of detailing (or texturing) in hope that a displacement option becomes available for ZB3 kind of soonish.
The one piece in the bunch that I textured ("Brutus" the orc), I used ZB2 to help paint out the seams and to also paint "location points" so I knew where a particular detail on the model was supposed to go. I'm looking forward to getting into polypainting in ZB3.
Anyway, heres some work in progress. None of it's "perfect", and all of it actively in-progress (yes, concurrently, as I bounce around so I don't get bored or too used to seeing the same thing).
I'm afraid none of them are terribly original just yet...I seem to have hit nearly every major beast that's been done to death... orcs, minotaurs, dragons... lately I've been trying to do a new model every 1 or 2 days.
I'll continue to add progress updates as I go as well as answer any questions. I have a feeling most of these in-progress "low poly" looking models won't necessarily float with most ZBrushers, since most folks are used to looking at bazillion poly models.... well, that comes later. I'll detail all of these, down to the pores.
Comments, ideas, suggestions welcome. Thanks!
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This one below was just a fun "lazy mouse" and subtools test when I got ZB3.