What you should do before anything else is to prepare the mesh to let it help you work. You have to model it in a neutral position and let polygons follow the muscle direction, like this: You could also chamfer the eye vertex or extrude those polygons in order to get a round shape in a higher subdivision.
Actually, I started with a single plane and extruded, I'm just bad with the back of the head O.O And I understand your being weirded out by a furry, I myself am not a furry, Renard is just a virtual music artist who makes amazing music: [ame] http://www.youtube.com/watch?v=zYu17COhlss[/ame]
I have just a simple question what's your best way to make a hole like the one in right corner, because most of the problems come from this part.. Personally I extruded this part inside the object then I deleted the extra edge in the right and I tweaked some edged manually and there the problems appear !
skyline5gtr I just inserted 2 edge loops going across(horizontal), near the top and bottom, then extruded/Scale the new faces created near the top and bottom(for front and back of the beam). Not sure how everyone else went about doing it though. Here's a pic..Is this what you were talking about?
Yeah I did find that. Dropping tools was a big one for me but its second nature now. Along with the confusing of extrude and bevel in MODO. I am still learning but the tools are just fantastic no more fighting with Maya tools to get the results you want, it's quick and easy in MODO especially the deformers :D
You need to create a cage before using it. In Xnormal go to 3d Viewer and extrude a cage, then save files. Look up tutorials on it on the official site of Xnormal. If you have time, take a look at my very simple Normal Mapping Guide, the link in my signature. It should help you get oriented.
cool box! other minor thingy, I wouldn't don't bother with padding around each element, just connect them up and it could be easier to remove seams too. Also I'd just sample a small section of the outer frame, for use on the inset extruded edge. That way your texture will be 100% wood
I hate cleaning up after booleans.. Just do the way others do it, make a low pole mesh and just subdivide it. that way if you want vent holes or something just extrude square parts inward and then the subdivide or meshsmooth or what ever you use smooths it out. No messy clean ups.
With retopology, namely low-poly retopo, the aim is just to get a working silhouette from all angles. The spring could be done with an alpha if you wanted. Personally, I'd probably just grab a lower-poly cylinder, and extrude some edges to give the impression of a spring.
Were they holding Ctrl when they pushed it inwards? This would cause it to extrude and create new polygons, rather than push and stretch existing ones. Also their geometry could be different. Even with the same dynamesh resolution, they could have a denser mesh due to the object scale.