Good work bro!
i focus on the composition and framing of my images and the silhouettes of my objects more than on the quality or complexity of the models or materials. http://geometrydashfree.com/
hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06
Naughty Dog employees ran a panel during zSummit 2016 event. Lead character artist Frank Tzeng promised to show work on hair, character, skin and shader creation.
Shading artist Yibing Jiang gave a talk on creating characters for Uncharted 4: A Thief’s End. Jiang described how the team created beautiful character models for the video game as well as how it managed such issues as wrinkle map details. The team used ZBrush to make macrodetails for shading. Jiang talked about why shading is important for creating a character, why real-time shading is difficult and what changes the team faced while creating different materials.
Character artist Adam Scott talked about behind the scenes scanning done at Naughty Dog. According to him, Naughty Dog started using the scanner heavily during the production of Uncharted 4. Most of the clothing was done with the scanner. Naughty Dog used hand sculpting to create character heads. Scott then demonstrated several examples of raw scans with several poses.
Naughty Dog’s character artist Colin Thomas talked about how he aged Sam in the upcoming video game. Sam is a brother of Uncharted 4’s protagonist Nathan Drake. One of the biggest challenges for the game was to show Sam’s age progression throughout the project. Thomas demonstrated some of the ways ZBrush helped to highlight Sam’s age in the fourth instalment
© Luca, 2016 YouTube Link