Little bit of a progress update, blocked in some base texturing on the hood, hat, arm cuffs, and well as that around the boot tops. Looking at refining the facial aspects next, working on teeth and goggle shaping.
@Skyerzz Hey thanks for the feedback, I've tweaked it a bit but I still think I can push the profile further outward so it reads better past the mass that is his facial hair, maybe push the teeth further out as well.
Sorry I forgot to post this on yours but I noticed a lot of people doing Ziggs are having trouble with the muzzle. You can use this site to look at the in game model for reference.
@Skyerzz, Thanks for the great reference. I'm using it to try to really nail down the muzzle shape from the in-game model.
Working slowly on the sculpt a little bit, trying to get the general shape and proportion nailed down. I've started on my low-poly model, working on getting in those essential edge loops to shape out the deltoid in the arm and the twist of the forearm.
Just like to point out we're restricted to only using a diffuse map with flat shading. Would not want your entry to be dismissed because you had extra.
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Working on setting the chompers in, trying to make them look a little less like Chiclets.
Working slowly on the sculpt a little bit, trying to get the general shape and proportion nailed down. I've started on my low-poly model, working on getting in those essential edge loops to shape out the deltoid in the arm and the twist of the forearm.
Just like to point out we're restricted to only using a diffuse map with flat shading. Would not want your entry to be dismissed because you had extra.
Hope you can amend it in time.