Nice looking model, whats the polycount? The cheekbones seem to stick out a bit from that angle. Could we get some wireframes, and more angles His left eye looks a tad odd..
Hey Krisonrik, you're really posting in the wrong forum for critique. http://boards.polycount.net/postlist.php?Cat=0&Board=2 is what you want. This forum is for 2D/3D issues. Perhaps a mod would be kind enough to move the thread? You'd get more responses in the correct forum.
I model them simultaneously as one mesh for the most part. But at some point quite a long way down the road, I seperate the head. I work on the head til its done, UV map it, then stitch it back on to the body.
Show your wireframe on a solid mesh. It will be much easier to read.
No I meant just grab the viewport from whatever mode you usually model in. That should be solid shaded (key 5 in the viewport) and then shading>shade options>wireframe from within the viewport.
He actually made a tutorial for his amazing high poly models, your mesh looks pretty messy there from what i can see so im sure it will be of use to you. http://www.daz-art.com/hi_poly_tut.htm
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Nice looking model, whats the polycount? The cheekbones seem to stick out a bit from that angle. Could we get some wireframes, and more angles His left eye looks a tad odd..
I did smoothed it out just a little in Zbrush. Polygon count around 250k
I model them simultaneously as one mesh for the most part. But at some point quite a long way down the road, I seperate the head. I work on the head til its done, UV map it, then stitch it back on to the body.
Show your wireframe on a solid mesh. It will be much easier to read.
http://www.daz-art.com/hi_poly_tut.htm