the topology is awful, those poles on the forhead and below the nose are really, really bad, will produce shading errors and will be hard to animate right without bumps- if this is for sculpting it will be fun working around those poles :X
I still need to go in and tweak the positions of a lot of these objects so they aren't floating. I will probably also hand place another hundred or so (right now its just under 500)
So, first let me say this is better than anything I could do, but my main issue with this is that only the area around the face seems to be completely in focus (i'm not sure if this is a depth of field thing)- everything else reads as softer to me. I think it would read better if you had a few more areas that were equally…
HntrLuc: That's some quality baking right there buddy! The one thing that kind of bugs me is the rigid look of the rope around his waste. Looks a bit unnatural imho. :) Uly: Absolutely gorgeous! Another quicky. :)
thannks Raven :D been workin on em for awhile so its about time its lookin right. love this guys grill. the asymmetry really allows for alot of character. love the chiseled sculpt look.
Poffington that is looking sweet, nice textures. But that blue figure is human scale right? I think you should scale down the height of the railings and the kerb stones to match it, and the thickness of the lamp post base too.
Whipped this up in a couple of hours, not sure if il take it any further and actually add some detail to the cars. what do you guys think? ;) ps, i know the colours are not in the right order xD
Does anyone know how big those Battlefield characters should be? I mean tri-count wise... I got 4112 on mine as it is right now after applying some edge loops to the face...
predpaul, you should get a lot more references! its very thin right now and there are many inaccuracies which you'll notice immediately once you have pictures from some more angles :)