Pretty much how I'm doing it. Another tip is to polypaint your panel outlines on the blockout once you have roughed out your shapes, it will help get a feel for your proportions and dimensions as you can see right away if your panels match the concept and if not, where you need to fix them up :)
@Base Glad you decide to join up :) @BagelHero Thanks for the paintover ! Yeah, I'm not done with the hair yet. You're right, the hair will be lots more puffier. I totally forgot about ear aligning with shoulder joint. @DonEngland Coming along nicely man ! Love the knee guards. In the hangout now, and working on Tilda :)
So I finished initial modeling. It sits at 1,845 polys right now. But am I supposed to factor this with only triangles or polys in general? @Nevermind1567 Mad props dude, you deffinitely got the look down! Are you planning on recreating the image entirely? @PyrZern Your model looks great too! The cloth on the chest kinda…
hey guys a lot of sweet stuff on here just realized that i havent posted anything in a while so here is an update did the uvs all one piece sitting at 4500 tris one texture map at 2048 have the next two days off so posting now so i work hard on it just have basics painted right now still lots to do
@PyrZern The few times I've done it, I made a handful of premade hair planes, completely textured, and then went about copying them and applying them to the head. Hair for me usually never leaves Zbrush, the normal detail is made more precisely in nDo or even the nvidia Photoshop plugin. Good idea, but what would be the…
@donengland yeah i think you're right, i was worried about making things too tight cause i was going to try 512 maps and i didn't want seam issues i've seen before. @fleric I think the problem is leg length then, the arms seem small in proportion to the legs. So even if the arm length is in proportion with the body the…
If i did this in zbrush i would 'remesh' under the subtool menu then re'project' the detail on to the remeshed subtool model. then all the subtools would be merged into one mesh, and then you could use zremesher or the other topology tool to make the mesh usable (cause the zremesh will be extremely high poly if done…
What should i use to display my model in real time? I thought i would use blender since it had great lighting options and such. But for some reason alpha channels in that are horrible. I'm not sure if i'm doing something wrong or what but i can't get alpha channels to look right every thing else is perfect. EDIT: actually…
@Artelios I think you got the proportion quite right there from what I can see. How will you create details in Max ? @bryandsilva Hey mate, might want to adjust her proportion to match the concept. She's extremely stylized. She also has short body, and very round and short face. Here's mine. I redid her face 3 times at…
Thanks for the feedback. @Nevermind1567: Thanks. I'll focus on the mech for now. Your model is looking great. @DenO: I like the proportions you have going there. Looking forward to seeing more. @bryandsilva: The clothing issue might be a skinning problem. Are you planning on animating this? PyrZern: Right now it looks like…