You don't have to over complicate things, a pretty much flat building is a pretty much flat building. blending between 2 or more textures is definitely the way to add detail and avoid obvious tiling.
I remember this, the judge has a bell end for a nose and demi moore appears (does she get her norks out? can't remember) along with John Candy playing 2-3 different roles.
Also is there something that will mirror uv's not just verts. Another really habdy script is morphix 2, which re orders the vertex index to match another mesh, as long as they have the same vert count/topology.
I think you're confusing the muscles: The angle on the 2 images are different. Both are accurate. The pectoral does originate from the same place. In the photo, the man is hunched over whereas in the illustration, the body is completely upright.
Sword & Sorcery (for iPad) they used the style from the game out of this world. [ame="http://www.youtube.com/watch?v=O97AJN0BsHY"]Out of This World (SNES) Speed Run Part 1 of 2 by Lokarin - YouTube[/ame]
I should also mention that there are 2 more art pieces I want to add but I feel my portfolio already has a lot of stuff that I can now submit (the minimum they require is 10).
we used to weight the main bone to 100 percent then using chuggnuts biped tools to 'gradient weight' for example the shoulder. we would not uses 2 twists on one joint though. seems rather complex.
Changed it up a bit with this latest sculpt. We needed some concept for our game Exodus and I wanted to try out some different brushes and techniqes so I guess that 2 birds down.
Oh man I love the website and styling going on, is this a portfolio? Reason for asking is because this feels like an advert or fansite for a game which is pretty cool all in itself - kudos 2 u either way!
nice report - i did some iso stuff in the past. For me -30 instead of -35.265 worked a bit better. And for final images "mitchell" 4/4 is feels sharper ;) just my 2 cents