This shit is just too good. Will have to attempt something like this, but probably not to this scale! With all the effort you've put in, it definately deserves to get picked up. Good luck dude. -caseyjones
damn! I never thought of that! I usually model the crotch/ass area like a pair of underwear and then try and weld the legs to that. I'm definately trying this on my next humanoid model.
this could be useful for single player time crisis type game, for ducking behind cover, multiplayer on separate screens. can't think of much else game-wise. definately fun to look at.
Day 76/360 of my art challenge: I explored the Coordinate system in Blender. Blender uses a right-angled “Cartesian” coordinate system with the Z axis pointing upwards. The Cartesian coordinate system defines the position and orientation of any object in 3D space using three numbers: x, y, and z. The X-axis indicates…
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heyho, you chose a quite difficult ref as the comic character for itself is quite loosely defined. But if you focus on basic anatomy you could improve the head and the hands a lot more.
Don't use the Functions with Alpha, they don't mask correctly, unless you use a Mask Component Node, but then things can get complicated with you having to define if it's V4/V1, etc.
ok awesome thank you guys. Also if i soften the muscles would i lose points for not having defined muscles? You i can makeup for that with good texture work?
Those Dragonhead lights are amazing and so defined in the light. Did you sculpt it all from one mesh or from multiple base meshes exported from Maya? It looks great!