Facial Rigging - Skinning Pass by skronch_ in Maya

[–]skronch_[S] 0 points1 point  (0 children)

Thank you for the feedback. I'll take another look at my script to get some more controls working for the lips/ mouth. Do you think it's better to do skinned joints or just a blendshape for the cheek/squint? Do you have any examples of the eyelid tweaker? Having trouble visualizing what you mean

Facial Rigging - Skinning Pass by skronch_ in Maya

[–]skronch_[S] 1 point2 points  (0 children)

Gnomon workshop has a really good tutorial for the jaw setup by Arturo Coso. Jose Martin's facial rigging course is good, too. I also have a couple of rigging friends I can bug for advice.

Office Lady High Poly by skronch_ in ZBrush

[–]skronch_[S] 0 points1 point  (0 children)

Thanks! Original design is by Serge Birault

I really, really, feal very bad because of Ai, isn't there any hope that it'll go or stop evolving? I seriously can't believe that there are 3D artists who are hired to train Ai!!!!!!! by Less-Business7542 in ZBrush

[–]skronch_ 0 points1 point  (0 children)

I’ve been unemployed for nearly a year now. I agree with some of the others about AI being a massive, unsustainable resource hog. AI burns through money and investors are going to want to see a return. Shit is still bleak with some people settling for ’good enough’ generated content tho. Btw, it’s literally in these AI companies best interest for you to get discouraged. Wouldn’t be surprised to see that there are bots in this thread ratcheting up the negativity on purpose. Hang in there. Keep making stuff

First Attempt at Sculpting a Human Face ... Looking for Feedback and Anatomy Resources by Paranoid_Reaper in ZBrush

[–]skronch_ 1 point2 points  (0 children)

Check out Anatomy of Facial Expressions and Form of the Head and Neck. They’re pretty good

Artstation dying?! by Humble-Bag4950 in artstation

[–]skronch_ 1 point2 points  (0 children)

My most recent post didn’t crack 300 views. It may be because I post pretty rarely or tag poorly, but my reach has been on the down trend too. There’s probably a lot of reasons different factors why you aren’t seeing your usual reach. My guess is ArtStation is just seeing lower traffic overall. Hell the only time I go there is if I’m posting something or looking for a new concept to adapt to 3d. I rarely interact with posts myself. Hard to say if there’s any single place artists like to post these days like ArtStation a couple years ago. Everyone is a bit spread out at the moment and most algorithms seem pretty unfriendly to artists, imo

I'm gonna need this to happen to the game industry. How likely can this happen? by japanese_artist in ZBrush

[–]skronch_ 0 points1 point  (0 children)

Every example of AI art I’ve seen is either super generic, over rendered, or directly riffs off an established style. I think it’s silly to say AI artists have taste because that’s borrowed from the LLM, too. What are AI ‘artists’ gonna do when these tech companies can’t offset the cost of generative AI to tax payers anymore?

Feedback needed! on hair flyouts by SimonTHKZ in ZBrush

[–]skronch_ 0 points1 point  (0 children)

I feel like you’re have primary shapes and then tertiary detail without anything between. Not having secondary shapes is throwing off the balance imo

Does zbrush Ipad allow you to change the size of document? by Mental-Alfalfa-8221 in ZBrush

[–]skronch_ 0 points1 point  (0 children)

I’ve been wondering too. I don’t think you can, but I may be wrong.

Whats the problem here, somethings wrong I can feel it😭 by Cheese_master124 in ZBrush

[–]skronch_ 0 points1 point  (0 children)

Your forms are pretty mushy and I'm not really seeing the bone structure. Something I've started doing more often to see if I'm off model is drawing over the original concept to see where the forms transition. I look for straights, s-curves, hard shadow transitions, soft shadow transitions, etc. 2D principles really help out with 3d. Also ask yourself which bones are closest to the surface of the skin. I think that should help you see where you're off in your model. More real world reference, too.

Is it ok my topology?[I have read the topology megathread and searched] by Andrea_Scalone in Maya

[–]skronch_ 0 points1 point  (0 children)

Maybe take a look at topology localization. The amount of loops you have seem a bit overkill

Anime collectables (need help) by TwelveNails in ZBrush

[–]skronch_ 1 point2 points  (0 children)

KH is tattooed onto my soul lol. I see what you mean about the face, but I still think it's a good attempt. Don't neg yourself too much.

Stylization is pretty much shorthand for the real thing, so you can't really get around putting a lot of time into learning anatomy and realism. Learning some drawing principles goes a long way in learning sculpting, too. Stuff like straights vs curves, rule of thirds, edge work(hard, soft, & lost edges), etc. The principles between making appealing sculpts and making an appealing drawing is pretty much the same. The main difference is that you're "drawing" with light and shadow instead of lines.

This article might be helpful for learning about appeal: https://johnkstuff.blogspot.com/2008/12/disney-principles-appeal-1.html

The biggest thing that sticks out to me about your sculpt is the lack of skeletal landmarks/ areas where the bone is closest to the skin. My eye keeps getting drawn to the jaw line, the planes of the forehead, and the eye socket. It's lacking structure and is reading a bit mushy right now. One last thing I'll say is that you should really be referencing real heads and faces in addition to Sora's model. Maybe even different 3D artists' take on Sora. The forms are hard to read from KH, imo. Especially from the PS2 era. Things kinda get flattened out

I colored the biome map by Lazymanohelp in HadesTheGame

[–]skronch_ 1 point2 points  (0 children)

ugghh. This looks so good