The cloth folds could use some more work, methinks. They don't look too well defined. I'd go back and spend some more time on the high poly. Also, if you are not forced to mirror the UVs, I'd give both sides unique detail, because cloth never looks good when it folds identically on both sides. Just get some good reference…
Hi everyone, Thanks for the comments, the feedback is really helpful, I'll put up some wires tonight too... My master file for the hair is in multiple layers so that'll be easy to tweak, and you're right about the clothing textures, they're just simple textures tiled. I think I got all tunnel vision trying to get the face…
qlz I briefly played with smartobjects a bit, this feature is rad. Thanks for the heads up. I feel like I learned and lost this one. I'm curious to see what more they can do. pior Noting you work with a separate PSD per map type, I'm curious how you've setup your save script. I have 3 different save actions that's…
Mercenary Hay guys. So this is thread is for my latest and greatest project for my Uni course. The Brief is to create a custom character for the use in the Unreal 3 engine using there skeleton rig and therefore there animations. So I started by search for an insipring characterm design online and I came across the concept…
First off thanks for all the help and support on here! I have learned alot working on Hiroshi and i cant wait to keep working on my cartoon bc of it! Here is Hiroshi now. Smoothing groups on, still have to do the cloth. Ill be using springs for his Hair whisps, and pony tail. Will be using cloth that comes with max on the…
Hello Polycounters, newbie here. Whenever in Maya (2015) I try to copy skin weights (from body mesh to clothes) I get "Error: line 0: Must select a source and a destination skin, or components on a source and destination skin.", I get it regardless of what I have selected or whether the selected parts are skinned or not.…
"Wall" is a bit of an understatement. Looks great to me. A bit on the busy side, but you have enough larger shapes to counter-balance it. The only thing that looks a bit off to me is the large fabric/rubber tubes. They look like they were blown up in a container (or like poo, if you will), some of the folds look a bit flat…
Hi, I'm not an animator so I'll let some one else crit that. The modelling looks good but overall the model is coming off very bland, he would be fine as a generic bad guy canon fodder character but is he memorable as a portfolio piece? Try adding some colour variation to the cloth, perhaps embroidery or oriental designs.…
Hey cool start, although I'd recommend going back and fixing any anatomy issues before continuing with the clothing. Right now the arms seem quite short, the hands too big (and flat maybe, although its kinda hard to tell with the gloves) the muscles at the back of the arms don't look correct. Also with the clothing, the…
Some patches / wear-n-tear would be nice. Right now, it seems like the character just got brand new clothes from a sports / climbing store, which considering his location could be a possibility, but I think it masks a potential story that the design of the story could tell. Especially with a zombie situation, it's good to…