Your SternoMastoid is missing. I realize its an alien creature, but when you give it a human like head, unfortunately the brain starts looking for features. Was the idea like an older persons chin area, or when you pull your lower lip up and see the tissue in your neck? Even so, you should still see the sterno underneath.…
Thank you pior! I finally finished rigging the wolf. I backward engineered a lot of things from the dog rig on creative crash and learned a lot as well as tried things I haven't before so it was a good experience. Some things I couldn't do due to skeleton limitations but overall it worked out pretty well. EXCITING rig…
Your anatomy needs serious improvement.. The no1 thing you need right now is to start using references. Take the front and side shot of some guy who looks close to what you are going for and keep sculpting until all the proportions line up. I might even suggest downloading a skeleton from somewhere and to practice muscle…
If you are looking to make this an actual vehicle there's a trick that makes motorcycles fairly easy to do. You set up the skeleton so the bike has training wheels, but you don't have geometry for them. Set the back wheel to powered, the front wheel to steered, and the just mess withthe training wheel's suspension a bit,…
More weapons yay! I like #1 scythe but add some of the dangling vines. Most of the others look too delicate to me--I like the big feathers(?) on top and the chunkier handle. Might want to try making the blade bigger too so it looks more dangerous. The wands with stuff sticking out like spikes read more like maces to me. I…
*Update#1: Managed to figure out how to get rig of the skeleton rig/controls from showing up in SketchFab; In the Materials Tab, I got two roll outs: "RootNode" and "StandardMaterial"; switching over to 'RootNode', one can, in "Transparency" roll out inc. is to 100%, thus making the Controllers/Bones transparent. Update#2:…
While I realize there is stylization going on, certain muscles seem way too taut and rigid even considering the style. Remember these structures are basically bundles of fluid-filled cables, they will have some fullness and sag to them. The pectorals, the deltoids, the triceps and the lats seem to be the culprits, the rest…
That video was awesome. I got a few questions though. First, how do you get texture coordinates for the new vertices? When you displace a surface, does it just use whatever texture was already there? That would mean that for a displacement that goes well beyond the silhouette of the original object (like the spikes in the…
Since you are posting here I am assuming you want to work in games. The first thing I would recommend doing is learning proper highpoly to lowpoly techniques. The only game res thing in your portfolio is the skeleton, but its normals are generated by crazy bump which is a major no no. You should be sub-d modeling and/or…
How accurate do you want to go on the skeleton because there's a bunch of inconsistencies across the board if you're going for realistic i.e. lack of pubic symphysis completely, xiphisternum looks fused which doesn't happen until ~40 yrs, i can't see a ulna styloid process at all, the angle of the mandible is quite low, in…