babe geno's got a little color now ^_^ im also realizing that i have not color calibrated my 3D computer and damn is it different oops.
Anyway i cant say this is exactly the look im going for but im a little alarmed at how close its getting to my 2D art which is very much what i wanted.
the lighting leaves a lot to be desired but the proportions of his face are getting there. note: when working on personal projects I only use the overlay to check at the end periodically. everything is eyeballed by hand cause I hate myself. also for a guy who is seen as having a big chin/jaw its actually so,so delicate
a very squishy first draft that basically condenses the model into one low res piece that i can quickly manipulate with a joint structure underneath :) but that also means the temporary gear/armor/padding gets mushed and pulled in places.
thank you @rimouskis whose up close camera work allowed me to realize just how wrong i got geno's pants and socks. This is flawless reference, if only geno took the jersey off his back after a game months ago.
Also comparison of my drawing to my latest z*brush render:
Interestingly the toon shader shadows in b*lender are just as irritating to try and control as in z*Brush. I am told that r*ender man has much more control...but also that this would cost upwards of 600$ to experiment with. LMAO
Hey guys i am desperate for this gamble of mine to pay off so please send good vibes. *magical* vibes. Once in a lifetime opportunity vibes. Life changing happily ever after vibes. ;_;
scandalous, i havent finished putting together his pants or gloves so his noodle parts are showing ;_;
but more importantly for all the huge talk talk talk i hear about how great b*lenders toon shaders are....i have not seen anything that can recreate the delicate line art of z*brush. my loyalty remains :( i really thought b*lender would win me over. i can see how if i was doing a full animation blender would be the obvious choice but for static renders of my sculpt i think i will be dealing with z*brush