It looks to me like the proportions of the concept art are a bit strange to begin with but you should keep the following things in mind: The woman is a triangle, meaning her shoulders are wider than her hips. This character also has a very short torso and long legs. Your torso also feels a bit flat where as I think this…
yes i agree with PyrZern. id start by making the chin less round and broad. women usually have pointier chins in the front view. also her chin is rounder in the profile view than your concept. id try to make that flatter. you could also bring her brow line back and make it less prominent like it is in the concept. i…
wrong - the value of quality critique cannot be diminished - prove to me how it can be diminished - enabling laziness is kowtowing to a perceived standard. I've only seen art be more homogenized because there is no room to push boundaries. Everything has to be techy plating like iron man or Captain America. LOL You've…
Hey all, I've been chugging along on Maya and found many tutorials on everything, except I've seen maybe 1 tutorial ever on making a low poly model and he built it primarily with NEX Tools and I was wondering how any of you (MAX or Maya) build your low polys? Is there a free tool that does the same thing as NEX? Another…
Hey @PeterK this is a very cool idea, art looking good so far! I went back and watched some older video and was wondering, is the art for the summoner final? Her um, loincloth/underwear/skirt situation seems a little flimsy compared to the male characters' nice armor, or at least thigh-covering robes :)
raelly nice stuff vahl. If i were to change something, to make it more my tastes.. I'd make the helmet a little wider. Seams like the sides of her head have only an inch on thickness. I'd say more bulk. But hey its minor. again.. sweet job on the high res model.
hey dude, pretty nice stuff i don't see a reason for the pants to bunch up below that theigh-strap... i'd think they'd bunch up on top, and gravity would pull the bottom down, rather than bunch it up.. but i dont know what the real character looks like heh
hey everyone. i was wondering if you guys know a fix (or really fast workaround) for the nasty distortion happening when rotating uvs while using a non-square texture. i also just found out that maya 2009 has a preserve uv functionality (finally!) but is there a way to make it work in 2008 too? cheers, henning
Hey guys, This is my first time in a polycount contest, I'm anxious to get started. Well, I'll do an inhibitor and a crep den inspired on the city of Piltover, I like to play with Orianna, so I thought I'd do something about her city, I'll soon post something and start my work, good luck to everyone and thanks for the…