Cheers for the crit @stororokw, really helpful so will have a go at applying your feedback, hopefully it'll look better for it! :P Definately need to take a look at the hands and feet as well, I failed to noticed they were affected by ZRemesher until it was too late.
Such beautiful sculpting on the cloth detail, it's a shame that none of it can be seen on the textures. I really would go with a lighter color scheme that showed off all the detail. I think as long as you keep the materials defined as they are now, it wouldn't get all that busy.
Thanks Lamoot, will try to figure this in .49 and will definately try this in .5 alpha 2 Thanks again. :) EDIT: Done! Though it was pretty damn easy to figure this one out in Alpha 2, I'll try it on .49. Thanks Ralusek, Really appreciated your tutorial. :)
His top lip should be extending to about the same level as his bottom lip, for the most part. Example: Also, the tip of his nose needs to be moved back and rounded off a little more. Nostrils might need to be defined a little more as well.
You can use polygroups. At the lowest subdivision level of your mesh, define multiple polygroups by isolating polygons and using the 'group visible' command. Once you have finished with polygroups, press the 'groups split' button ('tool' > 'subtool' > 'split' > 'groups split').
I started to take the survey but you don't define immersion as it relates to the questionnaire. That's a pretty broad concept and the word gets thrown around a lot. Also, a lot of the responses were too limited and I wasn't able to find the answer I wanted to use.
That can't be right, $200mil would probably make it one of the top 10 most expensive games ever made, there's just no way to recoup those kinds of costs without an industry-defining hit. I mean it looks good, but not 5+ million sales good.
Awesome idea! Very original. If you do add zombie heads I would recommend keeping them low to the ground to avoid cluttering up the arm silhouettes / action. It would help define the character, making it totally clear he is the zombie king.
hey! I think that's a pretty good idea! The back and arms are pretty neat. However you could try to define the staff and the shoulder better. Also the head seems very simple as of now. but a very nice approach, I hope to see more of it :) cheers
I would just like to add my two cents. This is the head mesh I defined for my last project, I found it really clean and useful for creating both male and female heads as well as really easy to add loops where required.