So here I started to create another busy, this time for a homo ergaster. When I came to taking it into z-brush however, I quickly realised that it was going to be very difficult in developing a particular hair style that I could use that would be consistent, and it would be a waist of time trying develop a way that would make them all have hair that looked asif it was sculpted, from stone or mayble, and not an attempt to recreate real hair in a 3D program. Further, there is no real accurate or innacurate way to depict hair since it doesn't fossilise, so instead, like actual museums, what I will do is model this skulpture, and the rest, without hair. For the australopithecus afarensis I will return to that later depending on the time I have left after constructing my other assets.
FEEDBACK
ReplyDeleteThis is an odd but promising idea, combining characters and an environment. I know in the early days you did a lot of planning and concepting to structure the project.
Based on the presentation, which is designed to give us a snapshot of progress, I'm a little confused as to how the project is being managed.
It would be a good idea to review the original asset list/production schedule, amend it as necessary and repost it - I think you would find it helpful to feel that you;re driving the project not the other way round.
You may already have done this process, but it wasn't evident in your presentation nor on your recent blog posts which is why I'm asking for it to be shown at this point.