Anatomy looks pretty good for the most part. The character is not a fat man. He is a stylized body builder with short legs and a distended abdominal region. Shorts never perch halfway up a slope and that looks a bit weird (like they are cut off at the top in an unnatural straight line). Looks like the arm muscles need some…
losing motivation to create my car art and car models which i've been trying to do for a minute now...just now started seeing progress with 3d. But if a machine can spit out 20 ideas in 2 secs that makes me like obsolete i guess. I'm in drafting school (AutoCAD)
Hi! The thing that is sticking out the most for me, is the noisy reflection of the surface. Looks like the roughness might be too high contrast and low resolution. Keep it up :+1:
This is my first (almost) finished sculpt. Currently struggling to connect the brow ridge with the cheekbone properly (marked with a blue arrow). It also looks like there's something wrong with the forehead. I had to achieve proper likeness with a very limited number of reference photos. My reference board: The brow ridge…
That is what was confusing me, I know that when an object has its scale changed outside of sub-object mode many operations will not work properly. However in my examples I did not scale them, I just created a primitive, converted it to editable poly without making any changes to it and then extruded a few faces and added…
this is what i found works best for me * describe a goal to achieve * show the finished product. Don't explain anything technical. * Begin work by describing mini goals working towards. Explain process and why's after having shown it first. Don't explain solutions before showing the actual problem directly. Only focus on…
That Chris Plush Vett looks pretty snazzy, like those wires too and working with subd Srinkwrapped surfaces makes imo class A modeling, less of an overall hassle.