lol, nice butt tweak at the end I think the run could use some more weight to it. Looks like he's skipping/floating. Like you said though, not bad for a first full character
Yes, it will affect the mesh because it's poor topology. There are coplanar holes in the mesh. Also, it's bad modeling practice and leads to errors and headaches.
@carvuliero in this case if it's that bad I'd say messed up proportions. Did use reference images either they're bad or I'm bad at following. I'll have a look on Skull Sketcher. Thanks.
Can i allow polygons to "end up" inside the character? Like when i make hair i want the hair to be close to the head.. which makes some parts go inside the head.. i heard that it's bad.. ( idk if it only apply to 3d printing ). This drive me nuts.. since i try to avoid it at all costs and it limits me greatly
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Maybe you have to bake the keys to the the skeleton, or actual objects. not sure if that's makes any sense at all. I have never done it, but usually when I give bad information someone comes to the rescue real quick. Looks cool, I hope you get it to work. Alex
hmm thats too bad. yes it is for a game. when you morph the face of a character, it can be really useful to have control over the normals. if someone finds a way, im all ears.
I used the 3D Buzz intro to max tutorials, not sure if they've changed or updated them since I watched them 7 years ago. Don't feel bad, Blender seems pretty hard to figure out coming from the other direction!
Probably a bad scale transform. Reset Xform, then Collapse. Also, not a good idea to have Editable Poly in sub-object mode when you add the Unwrap modifier. .. if you exit the sub-object, it will reset the Unwrap.
More textures for other props including the chair(the one that's close to the camera), bed, and door. I also adjusted the lighting which is getting there close. I gotta make some blue monitor because there is too much green in this scene. Any critiques will be very much appreciated. Cheers!