Nice work. The feet look fine, but the fingers on the hands don't look long enough to me - then again everyone has different size hands so... Mind you, the thumb is VERY thin in the front view. The back of the lower leg, the calf looks a bit oddly shaped in the back view - like it's too flattened. I would definitely take a…
overall it looks really good. Very nice texture work, good materials and nice details. Crits: - Hands seam awkward, the index finger looks broken? I would separate a the gloves from the arms and break the silhouette up a little. Either pinch the wrist to mimic the sleeve going into the glove or the glove sitting outside…
I haven't looked at the tutorial in a while but if they are "twist bones" or "helper bones" they come into play when you weight your character. Depending on how much wrist action your character has, you might be able to get away with none, or maybe one twist bone. Sometimes you might have to set up an expression or a state…
That definitely makes sense but for a hand painted texture is there a hard rule? I will be painting in some bounce light but for the most part this should only have one real source of direct light? I am too new to hand painting to know for sure. Thanks again
In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
PeterK, Do you always go for the flame thrower when you can't see humor? Since you drew first, I'll warm up the zippo. You may have been a member for a long time, but if you check the members list we have a metric F-Ton of members who sign up and never post. Just creating an account doesn't make you part of the community.…
This turned out pretty great! I think you could push the colors more: Looking at the image you posted and the one in the top right of your reference collage; things that stood out for me: * Your teeth are too white (missing that gradation from orangish yellow at the top around the gum line. * Your gums not as pronounced *…
I'm not a good reference for advise, but maybe this helps with the topology: http://wiki.polycount.com/wiki/Limb_Topology You are going pretty good if you want to keep it low poly, but I wouldn't recommend ignoring UV mapping if you really want to learn how to make a complete character. Maybe it's a bit tedious or…
Hi all — I’m developing a custom 3D framework inspired by sixth-generation console visuals (think PSP / early PS2). I’m looking to commission two clean, animation-ready humanoid base meshes — one male and one female — that I can use as the foundation for clothing and character variants. Project Overview The meshes will…
Remember that you will also have fixes and bugs to deal with in a normal game. Take than into account too. Make models and textures in a way that allows you for fast corrections later. Your first goal is to get an asset done. Second, remove all bugs, because buggy asset is not finished. I think that's why people may…