Hey all, thanks again for taking the time to shoot me some feedback and critiques. Daz: I had never really been told much about the layout of UV's except to not waste space. What you said makes a lot of sense. I will definitely try to straighten out my Uvs from here out. I figured there must be a reason why people did it…
i dont know, i dont believe the whole youve either have talent or you dont i think its more of passion, you either have the passion to learn and practice or you dont care and you wont. either way just because you can model the anatomy of a human or creature or whatnot, doesnt mean you can model the clothes, im…
Leviathan: I agree about the creases. I have worked on them a bunch now. AnimeAngel: Thanks, and its cool to hear from other polycounters who are; or have worked with Fist Full Of Frags. Ruz: Yeah, it was a bit hurried, I took my time and worked on the folds in this last pass. butt_sahib: Thank you so much for the in depth…
Looking pretty nice with this one. Like the wrinkles and skin pores. Only things I change is the where his neck meets hit coat, the skin would probably be a biiiit more bulbous there. The cloth for his collar blends into his body to well. Add some more creases to this around where his neck meets the cloth. Also more…
for about the tail, very good work now you can start retopology it :) for about how to retopology, it will depends of how you plan to use, if you plan to keep the "clothes" you can make a small bump on the mesh since you will use normal map. also, if you want to remove the "clothes" for a possible customisation of…
Might want to re-consider the name, as this one would make just about every UT fan expect that you are remaking the weapon of the same name. :) The coat can be done via UT3's internal cloth sim, it uses bones, so just bind the coat to a series of bones, set them to be cloth in the anim browser, and create a new physics…
oh yeah the feet, well this character is intended to be used in an mmo, she will never be actually naked ingame so im tryna prepare the model to be clothed, of course the clothes will replace the underlying bodyparts. And i was tryna save polygons, no need for toes so no need to make em. and the breasts, yeah i need to…
Subdivision sketch: softer, hard softgoods. This is an animated overview of a subdivision modeling process for softgoods. Complex hard surface modeling projects often have smaller softgood components that are typically made from stiffer sewn textiles or formed technical textiles. While there are specialized applications…
@5rettski Observation and speculation can be informative but sometimes the best way to learn is to actually recreate the effect by starting from first principles. It may be helpful to break this problem down into it's constituent parts then work through solving each of them individually to build up an understanding of the…
Thats just rude, atleast give him some input on why you think all of it is bad. @FinNick The detail on the cloth is too high, that's the main reason why it looks strange, as for the shoulder piece, It just looks like some giant spikes coming out of the cloth. It needs more work on the intersection between the cloth and the…