...and more so workflow/pipeline tests and such
I'm wanting lately to refine my process to be a bit more of a standardization of the trivial things that don't make or break the piece i.e. take and idea and implement a general workflow and pipeline to it existing of Zbrush for asset design and concepting, Maya/Arnold for Lighting and placement, Nuke for final composite and motion. But I've been playing with Unity lately and Maya software renderer and really anything I can get my hands on to see what's working and what isn't.
My ultimate goal is to have a very streamlined way to adlib ideas and concepts at various stages as quickly as possible - reasoning in that I have a ton of things that run through my head that I, for my own sanity, want to be able to get them on "canvas" before the next one comes in screaming for attention. The next project I'm working on with this workflow will incorporate a few additional concepts though I felt were missing here.
Arnold Render - I end up not texturing most of the time, but I am kind of enjoying the idea of keeping things primitive and letting light and composite do that heavy lifting for me - Additionally I like leaving those little digital error marks in the piece I suppose
Zbrush model -
I refined much within the workflow and was able to get this together pretty streamlined from idea to "final" - but I see many improvements I want to make to these as a whole - I suppose I mainly felt an absence of traversal that I want to explore on my next concept I'm working through and we shall see...
hope you enjoy