I am making a version of Shiro from Voltron Legendary Defender, in this case it would be based of Hiroyuki Sanada
This is what I have so far, but I can quite get the guy to look as if he is asian. While I am not going for 100% likeness, I'd like to get the models features to resemble Hiroyuki. Anyone care to give me some drawovers on how they feel I can get my model to be more similar to my references?
I feel like I cant quite capture asian style eyes
Thanks!
Replies
im not going for 100% likeness of the actor or the character, if anything its just my take on what Shiro would look like as a real person
@Ged
thanks for the feedback, ill dbl check
Spent a little bit more time refining the boot. Ran into some issues trying to do the sole, will rework it next time i work on it. Also need to figure out something to make the back a little more interesting
Getting close to being able to retopo this guy
Heres some detailing on one of the hands
If topology isn't important you can decimate the model in zbrush.
personally I only usually need to put uvs on the lowpoly that I create using any retopo tools eg 3dcoat, 3dsmax, maya, topogun etc all have ways to retopologise geometry.
I was able to spend some time retopo'ing the upper body
SaveSave
The fingers create a gap where the UV islands are when i divide the mesh in ZBrush. The verts are definitely merged in Maya, so I am not sure what is causing this. When i try to divide with smooth off, the seems still come back when i start sculpting. Any ideas on how to fix this?