I get what you are saying now. And as to Blender, I actually so far am finding it far more intuitive to model than either Maya or Max, but rigging and texturing I prefer max, and animating I prefer Maya. But that's just so far, I'm only a month into this.
I know someone has clearly already said this before but MIND = BLOWN! sums it up. Could stare at this for hours checking all the amazing detail. Very inspiring. :) Would love to see some rigging work if anyone can show? Am interested to see that part of the pipeline also.
P.S I hate modelling in this pose, never does make the model look any good lol, just hope once i rig & texture it it looks better.. still have a few bits to change, both model and design wise till im happy with it As always, critiques welcome
Little Update! Finished shoes and gloves. I had the trashy idea to make a cop out of her! Dont ask me why . Now on for a gun, rigging and maybe she`ll get a little pet . Please tell me if u like or dislike the idea that shes a cop! Cheers!
Thanks all, I am actually going ot start practicing on the sdk heads, well one of them for now, because it is such a great practice. The Hammer is fully rigged so thats why it is more exciting to look at I will try my best to improve, thanks for the warm welcome everyone
Here's a quick blocking of what I want to do for my final presentation: https://vimeo.com/50802046 The ''reload'' looks terrible because I rigged it wrong and I can't move the left arm forward. Eh, it gets my point across, which is what I wanted. x)
It's not a silly turnaround - I've worked on a project where it was a model per day - build, map, texture and rig. After a week or so you relly learn your tools, sort out a good workflow and pipeline, learn some great shortcuts....it's a great experience, if a little tiring. Good luck.
Yeah awesome hair! Well done with that. Does the hair have a normal map or just diffuse/spec? Colours are looking nice as well. Only issue I have is the hands look really thin and flat. You might be able to fix that with the rigging and pose you do with her hands.
It best if rigging comes after morphers, and uvw, but before you add any smoothing modifiers to the stack. I'm not sure if you intended to render out a fractal to show your use of polys, or if you need to assign smoothing groups to your half-life critter. its a nice start.
I don't think there is a way to do exatly what you want in Max. Rig it and animate it. You maybe could have it as a second object and use a cloth or physics sim... but then you may as well animate it because it will take less time (since the physics in Max is a complete nightmare to work with it).