Thanks Muzz!! nyx702: hmmmmm. I've adjusted the scale of the m18 so it's a bit smaller. I think I may have made it a bit too long and not wide enough, but the ref seems to differ pretty widely (even in the film he has at least two different versions) the other stuff is all pretty big though. I may have the front pouch a…
If your usage fits the licensing terms of AdvancedSkeleton, I strongly recommend you take a look at it. For me it's a favorite, by far the best one I've used personally. It's great out of the box and also, it's the most flexible and allows easy customization. It's available here:…
@Dareenbo - I thought it was a high poly count too, but everything is just so damn round! I thought the only way to reduce significant polys was to use 2-sided spokes or to use a single surface w/ alpha. You gave me two great ideas I didn't think of, though. I'm going to try the alpha tricks out right now. As for the outer…
Neebler is 100% right with his statements, read them carefully! The face in a character concept, at least in the final image, is everything. If this looks wrong, the rest doesn´t really matter anymore. There are also some anatomical issues, concerning her left (seen from us the right) upper leg.. feels too thin to me,…
What software are you modelling this in? I use 3DS Max and use the Projection Modifier - which allows you to create a cage inside 3DS Max. You can then use the XNormal Plugins to Export the low poly model + Cage, and the high poly model - works well. I've never used the Cage editor inside of XNormal because it looked a bit…
Can you point me to it? I only have two scripts from the multiple Polycount threads on the subject I saw: * weightednormals.ms (by Martijn Buijs): http://hastebin.com/moresahili.lua * Modeling_FaceWeightedNormals.ms (not sure who authored it): http://hastebin.com/iqutubejaj.lua Both had the same issue I highlighted in the…
Not bad, but design seems a little too overworked for me. You basing off concept or your own personal design? The negative space and various pieces make the overall design noisy. It needs to be simplified and his skeleton armor on a skeleton is a bit weird. Not saying it won't work...but as is it's hard for me to seperate…
[maya install path]\scripts\others\uvTkBuildTransformOptions.mel When you run across things like that, there's two ways to hunt it down. The first is the mel command "whatIs uvTkTexelDensityChangeCB". This usually returns the full path to the appropriate file. I've run into cases where it doesn't really know. So I do a…
@Gibby1995 I think the proportions need some work, also the bench placement seems too close to the wall! @suspectlogic Thanks! For the doors, the only explanation I can make is having the big trapezoidal pieces slide on the door. Their size is conveniently equal to the door width. Then detach and retract the small pistons…
Awesome top notch quality character for your portfolio for sure. ;) Anyway, I came here to ask about the additional geometry around her eyelids and caruncula. Are there two extra meshes for wetness AND occlusion? Or just a single extra mesh for both purposes? I've always wondered is it possible to just paint those areas…