I did a bunch of vids a while back for my fountain...maybe they would help a little? http://vimeo.com/album/209796 I just used supporting loops and when it pinched, i just used the smooth/smooth stronger brushes to sort it out, and then re-sculpted over the top. Hope that helps!
If this is for a racing game, then the polycount is okay. If this is for Battlefield, you're way over budget. You shouldn't extrude the 3 trims around the windshield: just use a single slanted loop and use normal maps. Same goes for the tire threads. And most definitely the same goes for all the tiny screws on the lights,…
14k is a whole lot bunch of polys. Btw the fingers look strange. Don't know how to make some better but the do look strange. I am pretty sure there are few loops to be deletet. Looking at these round legs... A wireframe would be helpful, but I am not the real idol for charmodeling... or other stuff ^^
saw it last night, cant believe how amazing it was. I really loved how complicated it got but it still keeps you in the loop the whole time, fantastic direction and pacing from mr Nolan :) makes you feel like a genious for keeping up haha. I really hope it does well.
I modeled this car last year I think. Nice choice, it has lots of interesting shapes. I'd go for a complete low poly before adding support loops etc. though. Just in case you need to modify things once you get a complete look/feel of the car in Max.
Whenever there is a change in direction of the loop flow you'll get those stars. Check below the eye and near the cheek www.kuukahvila.com/gallery/albums/userpics/Face_mesh_002.jpg On your arm, try and have that star occur more toward the body. I'm afraid you'll get some pinching when you animate it.
I do think that with that added it will make it more interesting. The cape would be more of a robe. This robe would have more thickness to it. Maybe add some loops to hold a strap to hold the whole thing together. Since you have it open just leave the straps dangling to give it a more interesting profile.
Thanks man Yea Im aware about the toe but it's strange cause shits perfectly mirrored, think i'm going to frame by frame it. Another strange thing is that it doesnt loop properly in maya but it's fine in the playblast, maybe 2011 needs another hotfix:shifty: Going to play around with his knees a bit more.
hi, some of the polygon lines would depend on whether or not u are going to sculpt in zbrush. If this is purely a polygon sculpt then I would suggest some adjustments: -U don't want the arm to stat of with such a spike - the loops around the abs should be reinforced - u need to look u anatomy references for the neck area...
I like this guy. That model just screams SDK!!! Come on man! Let the community have a crack at texturing him, too. As for a crit, I like how his wrists are skinnier in the concept. Maybe consider cutting another loop in each arm to make the wrists thinner but keep the hands the same size.