Like Mikezoo said, not a bad start. However I would suggest looking up some anatomy books on the t-rex and really try to work the flow of the muscles into your model. Right now its very box like.
Nice! Cool to see it all laid out. Also how detailed the normal map is. I have tried some 123D Catch stuff (like my shoe hanging from string in garage) but the results were pretty bad. I wasn't too good at it.
my edges are skewed in a circular manner to the center in this case, so if i'm leaving it perfectly straight i'm getting slight distortion alone from that, but it's not that bad i guess. Unfold strip from loop saves some time! :#
2016 is a bag of shit so that's not a bad shout.. I suspect this is down to poor handling of the mesh if it's not a consistent problem though Personally I'd bring the original source data back in so I could be sure nobody broke it
damn you moose! DAMN YOU! pior... no words can describe.... only this...... <3 i want one. like... really, really bad. yeah... set a deadline... take orders, then make a second run when the funds are in.
nice one pior! I've been thinking about using this technique as a base for concepts too, so I thought I'd give it a go with some similarly abstract shapes. Goin slowly at the mo, what with christmas/new year and all. I skipped the 3d strokes step in this one, which turned out to be a bad idea
Have you made a lot of character models already? If not, I'd suggest: Do all three. Do a quick version of each, not trying to make it perfect, just like 70%. Do your best work but do it within a schedule - like 4 weeks per character, going from beginning to having it posed and rendered in your portfolio. Just cut out…
Sadly your going to have to use the split polygon tool though its not that bad though from what I remember they improved the split polygon tool a tonne in 2012.
Yeah my bad on that. My mindset is still kind of stuck on Zbrush as being kind of an adjunct 3d tool, like Mudbox, or Topogun, or whatever. But it's grown a lot over time.
my bad, the unreal export is busted the same way the blender export is, which makes a bit of sense since max doesnt have mikk support. but still lost on the rotated 90 uvs or top facing polies being shaded totally wrong