Cheap, take a look at your cock. It doesn't 'blend' out from the body like that. The way it attaches to the body is far more abrupt.
Isn't that arsehole a bit high?
Try taking a look at some actual abs.
Not a bad start for a first stab at high poly. But yeah, youy definitely need to look at some musculature. And cocks.
[ QUOTE ]
But yeah, you definitely need to look at some .... cocks.
[/ QUOTE ]
I think we can ALL benefit from this advice, Daz.
I know people rag on you a lot about the gargoyles, but hey, it seems to be working. I've noticed your modeling getting alot better since a few years ago when I first started viewing the boards. Now you just need to work on your texturing, more. Also, his clavicle kinda ends abruptly. If you check your own body, it should flow smoothly into your shoulders.
Yeah, we really need to see wireframes for this.
What I'm seeing from the shading on that mesh, is your control mesh isn't very well organised, and you're not using edge loops to pick out major forms in the anatomy very well... hence you're getting "pinching" at areas which should be smooth, and weird thin sharp edges where there should be none.
Wires so we can crit properly please!
Yeah, I thought as much. Your control mesh has triangles in waaay too many areas (where they could quite easily be quads, which subdivide and smooth better).
You're also not using edge loops to define edges of muscles and major planes of form, there are a number of places where you've got edges which seem to be completely going "against" the flow of muscles or wrinkles, which is not a good thing to have.
I would do a paintover of the wires, but they're pretty messy. I imagine if you turned off subdivision or smoothing, and showed a flatshaded view of the "control mesh", it would not look very organised.
You need to put more thought into the direction edges "flow" to create natural forms, rather than just cutting edges in anywhere you feel like it.
Quads will help you do this - lose as many of those triangles as you can.
Replies
Isn't that arsehole a bit high?
Try taking a look at some actual abs.
Not a bad start for a first stab at high poly. But yeah, youy definitely need to look at some musculature. And cocks.
But yeah, you definitely need to look at some .... cocks.
[/ QUOTE ]
I think we can ALL benefit from this advice, Daz.
I know people rag on you a lot about the gargoyles, but hey, it seems to be working. I've noticed your modeling getting alot better since a few years ago when I first started viewing the boards. Now you just need to work on your texturing, more. Also, his clavicle kinda ends abruptly. If you check your own body, it should flow smoothly into your shoulders.
What I'm seeing from the shading on that mesh, is your control mesh isn't very well organised, and you're not using edge loops to pick out major forms in the anatomy very well... hence you're getting "pinching" at areas which should be smooth, and weird thin sharp edges where there should be none.
Wires so we can crit properly please!
http://www.planetgargoyle.com/wbhi15.jpg
http://www.planetgargoyle.com/wbhi16.jpg
http://www.planetgargoyle.com/wbhi17.jpg
http://www.planetgargoyle.com/wbhi18.jpg
Concept:
http://www.planetgargoyle.com/wbgargeh3.jpg
You're also not using edge loops to define edges of muscles and major planes of form, there are a number of places where you've got edges which seem to be completely going "against" the flow of muscles or wrinkles, which is not a good thing to have.
I would do a paintover of the wires, but they're pretty messy. I imagine if you turned off subdivision or smoothing, and showed a flatshaded view of the "control mesh", it would not look very organised.
You need to put more thought into the direction edges "flow" to create natural forms, rather than just cutting edges in anywhere you feel like it.
Quads will help you do this - lose as many of those triangles as you can.