Kent

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  • in reply to: Rustic Scifi Trash Collector (Female) #4621

    Kent
    Participant

    Excellent progress @slugoro! I’m really liking the rubbery pant wrinkle detail you’ve added. The boots look great too. This is fun to watch 😀

    Re: the viewport lens setting is set to 60? It looks like 35. You’re talking about the setting that’s in the N-Panel (View Properties) > View > Lens?

    • This reply was modified 2 years, 3 months ago by  Kent.
    in reply to: Rustic Scifi Trash Collector (Female) #4617

    Kent
    Participant

    @slugoro – I think it’s looking better; more proportionate. Can you post a full-bodied shot? Also maybe set the viewport’s coal length to 60 instead of 35 (in the N panel’s “View” section)

    in reply to: Rustic Scifi Trash Collector (Female) #4603

    Kent
    Participant

    Hey, thanks for posting this thread @slugoro! I love to see how you’re keeping yourself accountable. I agree that the head is maybe a little small, but in general I’d say to favor how the perspective view feels more than orthographic.

    As for scaling up the head with its relevant body parts (eyes and hair), it’s ideal to do with proportional editing. If your poly count is the reason for the crash, maybe you can run a decimate modifier before hand to decrease the poly count.

    But my general approach for this kind of scaling task is to:

    1. Find a good pivot for the scale operation and set your 3D cursor there. With the head it’s often the neck area or ear (from side view), but keep the cursor in the middle of the head in the X axis.

    2. Select the head in faces/vertices in Edit Mode with proportional editing enabled and scale up to desired size using 3D cursor as your pivot. Also MAKING SURE to note the numeric value of the scale operation (visible in the head or the 3D view when scaling).

    3. Once completing the scale operation and noting the numeric value, scale each of the head-related objects (eyes, hair, glasses, etc) using 3D cursor as pivot + typing in the same numeric value from earlier. This will ensure that everything is scaled up exactly relative to one another.

    I will try to remember to demonstrate this in next week’s livestream – Please remind me if I don’t remember!

    in reply to: Week 3 Livestream #4554

    Kent
    Participant
    in reply to: Week 3 Livestream #4547

    Kent
    Participant

    @shulito – Ah bummer, we’ll miss you! Yes the livestream will be uploaded tomorrow morning.

    in reply to: Workshop vs Real World #4543

    Kent
    Participant

    @shulito – You’re right to question this! Indeed in an actual production, if the character’s feet or other body parts are covered then I wouldn’t spend the time sculpting them. In fact, I go a step further and recycle tedious body parts like hands, feet, and ears – as in the final retopologized models – and simply stitch them into the body retopology.

    But for this workshop, I think it’s an important exercise to sculpt the whole body in case anyone hadn’t yet.

    I like where your head’s at, Julian!

    in reply to: Week 2 Livestream #4531

    Kent
    Participant

    @slugoro @glenjohnston @shulito @futurehack @mgiggs @narkarina @parksgettys @sowibra2002 @esmuralda: Hey guys, I’m sorry for the delay – I just realized I never uploaded the versions of your WIP sculptures from the livestream. You all should be able to view this folder and download your files if you want. Sorry I know it’s maybe too late to be helpful

    • This reply was modified 2 years, 3 months ago by  Kent.
    in reply to: Week 2 Livestream #4527

    Kent
    Participant

    @parksgettys, @glenjohnston – Thanks for posting your questions! I will answer them during the livestream tonight.

    in reply to: Hello, my name is… #4522

    Kent
    Participant

    @mgiggs – Hey, that’s really cool to see your live-action films! I like a lot of the framing in those shots. Thanks for sharing!

    in reply to: Character Designs #4521

    Kent
    Participant

    @slugoro – Ooo that’s a cool character ref sheet! Lots of fabric it seems, which will look awesome. Good stuff!

    in reply to: Character Designs #4511

    Kent
    Participant

    @parksgettys – All 4 of those are excellent choices. Each would be served really well by the curriculum. Any of those 4 is a great option!

    in reply to: Hello, my name is… #4503

    Kent
    Participant

    @parksgettys: Welcome Parks! I’m always a little self conscious teaching a teacher lol 😀

    I hear you about doing late night work when having a family. I’m coming to terms with that reality as well: If I’m going to do projects it has to be either super early in the morning or late at night. In fact I’m trying to train my body to need less sleep ha!

    in reply to: Character Designs #4502

    Kent
    Participant

    @glenjohnston: Honestly, all 3 would be excellent candidates for this workshop!

    Regarding that first concept’s mech elements: There’s not much hard-surface technique covered in the workshop curriculum, but if you’ve watched the sci-fi helmet course then you’ve got some support for tackling those.

    The last concept is the most similar to the character that you’ll see me create throughout the workshop. But the first two are maybe a little ‘cooler’ in my opinion.

    You can’t make a bad choice between those 3!

    in reply to: Character Designs #4496

    Kent
    Participant

    That’s a great choice, @shulito! It’s a similar genre to the character I build through the workshop so all the information will be very relevant to that genre. That guy is badass!

    in reply to: Hello, my name is… #4493

    Kent
    Participant

    Thank you all for introducing yourselves! And sharing your work – It seems we’ve got a talented group.

    It’s always so intriguing to see people from different walks of life who share a passion for 3D and character modeling. I’m looking very forward to getting to know each of you more through our individual conversations and the livestream group dynamic. It’ll be a lot of fun!

Viewing 15 posts - 1 through 15 (of 35 total)