@Marshal Banana:
I like the pommel design a lot and I thing the overall proportions are quite good. But I would rethink the spikes in the ricasso area. Any sharp angle is a possible break point on a sword, which is why the transition from blade to tang is rounded on any usable sword. That's why spikes like this are not seen on realistic sword.
[ QUOTE ] @Marshal Banana:
I like the pommel design a lot and I thing the overall proportions are quite good. But I would rethink the spikes in the ricasso area. Any sharp angle is a possible break point on a sword, which is why the transition from blade to tang is rounded on any usable sword. That's why spikes like this are not seen on realistic sword.
Your model is off to a good start - I think you need concentrate on her a bit more from the side to get the curvature of the spine. Also, her chin might be coming forward to much so I would check the profile of her face.
Whats funny is that for me, I find drawing 10x harder than modeling
Obviously you can draw and have a good eye, so I would just recommend evaluating your model from every angle. If something isn't looking right, then viewing that area from above, below, to the side etc might reveal to you the problem.
PeteJ: darn, I was hoping nobody would notice that the mesh was originally a betta, I guess I should go in and have them fighting or just make them goldfish. My foul plan failed lol
Pseudo: yea, he is definately somewhere between a skater and a boarder; guess some describing words will be a skater who just arrived at his winter spot who is thinking about his next day powder action with some expected snowfalls at about right time of the day. +great texture work
Replies
I like the pommel design a lot and I thing the overall proportions are quite good. But I would rethink the spikes in the ricasso area. Any sharp angle is a possible break point on a sword, which is why the transition from blade to tang is rounded on any usable sword. That's why spikes like this are not seen on realistic sword.
@okkun : That's very nice
@Marshal Banana:
I like the pommel design a lot and I thing the overall proportions are quite good. But I would rethink the spikes in the ricasso area. Any sharp angle is a possible break point on a sword, which is why the transition from blade to tang is rounded on any usable sword. That's why spikes like this are not seen on realistic sword.
[/ QUOTE ]
How's this?
and a demon thing
But that would be a personal choice
... need to change subject...
But i can paint well....honest..
Heres a model i'm working on atm, ignore the blatent lameness.
If you can help me it would be appreciated!
Textures / reworked sculpt on the way when I can get to them!
-caseyjones
Your model is off to a good start - I think you need concentrate on her a bit more from the side to get the curvature of the spine. Also, her chin might be coming forward to much so I would check the profile of her face.
It's hard to tell for sure without a side shot
Although i don't really see it.
Obviously you can draw and have a good eye, so I would just recommend evaluating your model from every angle. If something isn't looking right, then viewing that area from above, below, to the side etc might reveal to you the problem.
Some progress on my Post-Apoc character...
I plan on using this for a normal map, but I'm resisting taking the normal Zbrush/mudbox route.
and nice head Jaco
Finished Texture
Now I have to rig and animate the sucker.
foreverending I wish I could unwrap UVs that well.... Even on a 500 poly model I still manage to fudge SOMEthing up like this guys shoes :-\
-caseyjones
Just some map props. Nothing special. I spent a day on each of them. The base body is about 1500.
Of a body eaten by zombies
A guy who took his own life with a shotgun after being bit (A nod to System Shock 2 in a way)
Thanks Ferg! And ofcourse, it will soon become... A Biker Girl!
skins:
Thanks again for the drawover Johny .
:
Biker girl.