Hey @Gam3B0y, that's some awesome work for your second full character! First thing that catches my eye is her head position (from the side view) in your first post. I think you could try pushing that back just a tiny bit to give her a more neutral and relaxed pose. This might also be the perspective from that image though,…
You have some good stuff going on. Look at face planes Planes will give you an idea of volume, volume direction and are just darn handy to check out structure (search them on google). At the mo the eyes and eyebrows are not really correct shapes. You are modeling them how you think they look not really looking at the…
I like it. Probably better than what I can do. But if you want an amateurs advice here's my two cents... The quads set (specifically rectus femoris) seems pretty messy from the overall sculpt. Also the sartorius seems like it's disappearing or going way too back. But it isn't supposed to be like that. Even on your…
In that kind of situation I usually create a square texture to avoid some troubles in future. In recent project a have rectangular texture 4096x2048. So i just created a 4k texture to work with and just splited it in half to know my work area. When it will be exported in engine I'll just cut it to 4k x 2k with canvas size…
There may not be football because: A. The NFL opted out of the current CBA(collective bargaining agreement) B. They couldn't get a new deal worked out before the deadline, so the NFLPA(Player's association) decertified, and is suing the NFL for anti-trust or whatever - this is just a ploy to get better leverage when…
Zac I see you mentioning hard edges and uv seams here, if you're baking with a cage/averaged projection mesh (which you should!) your uvs and hard edges will have no effect on your projection. I think the issue on the front of the lens here could have been improved by removing that center vertex and replacing the triangle…
WIP I selected all objects and did a quick planar map as perna suggested, and broke off individual parts and relaxed them. Not worrying about packing, just keeping UV density the same with normalized clusters off so the scale is similar for all objects. I am not certain I corrected the weird seam EQ pointed out on the grip…
well i dont realy think his proportions are that nice to look at. at first glance they are, but i personaly realy dislike the short biceps and when he lifts his arms he looks like he is gonna break in half, as thin as his hips are. his definition is so crazy, you can see the cross on his abdominus even in relaxed…
the former image is what you want in this case. straightening uv edges mostly applies to things that are long and straight-ish already and for straightening out cylindrical forms, but comes at the cost of uneven texel density and bad skew like you see in your 2nd images 3d view. so not always desired. what you want to do…
Both achieve more or less the same results. I'll use A for left and B for right here, and I think this is mostly about how you think about the high poly and the low poly in regards to the end result. Neither is better than the other, it's a bit of personal opinion and style. A has a focus on hard-edged low poly, and it's…