And she's done! Ended up being not so happy with how she turned out; lots of things I would do differently looking back but I wanted to wrap it up and move onto smaller scale projects and studies. Thankyou to everyone for their feedback along the way! https://www.artstation.com/artwork/dX0yA
Yes that's what Shrike mentioned. I'm going to scale it to fit his hand snugly once I've posed his hand for it. Looking at the handle I think all of it could do with being more "chunky". So I think I will be making the handle wraps thicker and give them more shape.
I can have a look at a few scripts of TexTools and make them less GUI dependable. Most scripts are but the rotate stuff was for example because I was lazy. @PredatorGSR: maybe I can help wrapping some features into simplified standalone scripts so that you don't need textools at all as a requirement.
I haven't put a pull request in yet. I'm still working in rewriting the function St that it works with meshes that have imported or calculated normals. Mostly trying to wrap it around the general framework that's there as I'm not really au fait with the full mesh import pipeline. No point submitting a fix that doesn't fix…
Pits are unbelievably loving though. My brother has one - sweetest dog ever. They just get a bad wrap because cruel people have utilized them in bad ways. Myself, I have a 16yr old female Tabby cat. Rescued her from the SPCA close to 7yrs ago.
What is that wrapped around her waist? I like some of the material folds you have but it is looking very thick. If it's a cloth I would work on thinning that out a lot. Also, I would work on the silhouette of this character a bit more. Are you thinking of adding any kind of accessories/weapons, etc.?
No real big crits. It's simple and to the point, which is good. I do agree with jStins about the negative space though. You have a <div id="banner-wrap"> which doesn't seem to be used at all and it just taking up space. You could prob get rid of it or make it's padding 0.
Yes. The DynaMesh remeshing process can only work on volumes and not on surfaces. Something to do with how it uses the resolution to determine the 3d grid that gets wrapped over the model. It's very volume-based to the point where thin meshes will lead to holes and other errors, and a flat plane will cause all sorts of…
something about the nose thats a bit off, the tip is usually bulbous, wrapped with 2 pieces of cartilage, and it shows a bit on the concept, yours looks flat at the bottom tho. also the transition from nose to cheek might be over inflated. the braids are nice! i did a little paintover if you dont mind...
the black lines are there because i am just using auto-wrap to preview the ambient occlusion. and sure. will check more boots. oh. and how realistic. i dont particularly know. i mean all the proportions should be realistic. but there will have to be some slight exagerations in the fix up stage after sculpting.