I think a cross between the 1st and forth ones. The forth one by itself looks toooooo samus aran i think but i like how you have worked in the skull shape.
So for some reason the ray distance calculator in xNormal is getting stuck analyzing the low poly mesh. I tried renaming and triangulating but it didn't help.
This is especially weird because just yesterday I was able to quickly get a calculation for several high poly meshes being projected onto one low poly mesh.
Looks really good. I particularly like the design of the gloves. One thing that I would point out though is curvature of the spine. It seems a little too straight.
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Still looking for more ways to put a twist on this one because some of you guys are doing stuff that is crazy.
Akira Kazami + girl in combats (duuno what its an image of) + Tattoo + Men with tashes?
Maybe you could elaborate somemore.
Thoughts?
I'm interested in seeing where you take this. I was considering this character for a while.
I like the 4th Helmet, 4th glove, and 2nd boot.
That's my Opini-onion.
2nd glove, 1st boot for me....just to be an awkward sod
give her a bit more chin too matt, even if she will be wearing her skid lid most of the time.
So I guess the rightmost glove is the most popular choice. Good thing as it was what I was leaning toward too.
This is especially weird because just yesterday I was able to quickly get a calculation for several high poly meshes being projected onto one low poly mesh.
Anybody know what might be going on here?