MODO has really nice snapping, It makes precise alignments a piece of cake. MAX: I like the edge creasing and being able to adjust vertex weights prior to export to zbrush - nice way to define your basemeshes better early on.
I always thought you should add a Artdump category and probably a WIP section and finished models section because pimping and previews isn't really defined. So it should look like that: Pimping and Previews: - WIPS - Finished Stuff - Artdumps
your getting his likeness down pretty well, only thing is watch the pinching on the side of the lips, also the brow line looks more defined in your ref image...nice job on the texture so far, keep em coming!
As a rule of thumb I would always do quads except where you need to define a triangle edge to control the shape of your model. I don't like looking at triangulated models, presentation wise it looks very dated and messy.
hey i saw the gameplay teaser earlier, really big fan of the art style! can you go into more detail as to how youre going about developing your shaders to help define the environment artstyle? could litspheres be involved?
not bad. but you are abusing too much with the soft round brushes try using brushes with more defined shapes, depending of which texture do you want to achieve there are many free textures on internet with good textures and high quality res.
Not really. Normal maps baked from highpoly models have curves that are defined by gradients which are relative to the lowpoly topology. Can't get that from painting. You'll get seams. "Sculpting" with nDo2 is more useful for details in tiling textures IMHO.
Thanks guys! Appreciate it! Alexd: Thanks! My focus was definately intended for the guard and handle area. :) I'm thinking of adding engravings to tie the helmet and weapon together to look like they belong in a set. Here are some reference I've been using.
Belle is a lot more realistic and rigidly defined than those characters you're referencing. Yours have a lot more squash and stretch going on and have a degree of simplicity that allows them to do things like that wildly asymmetrical mouth animation.
MODO | Smoothing Groups Smoothing groups enable you to define smoothing between
polygons based on groups. This video takes a quick look at working with
smoothing groups in MODO. http://www.pixelfondue.com/blog/2017/4/13/modo-smoothing-groups