I used to use this for LP models often when it was first introduced. It was clunky but it was just about my only option at the time. It's been awhile but here is the tips I remember from using it. - Make sure to use the camera move tool not the mesh move tool. If you ever want to snap back to the ortho views and you have…
Looking good, but your silhouettes and forms often look vague, soft and kind of melty.(E.g. legs of the horse.) Some forms on the facehugger look a bit random, too. (For example the grooves on the legs.) Presentation is much better now, though I would separate the sideview of the jumping facehugger from the eggs. (Tail/egg…
Nekhro: Well spotted. I was kind of hoping it wasn't very noticeable. Thank you! jhoythottle & BradMyers82: I think most of the issues you have mentioned stem from the pose, which is by no means final, as I explained in the original post. The curvature of the legs is slightly exaggerated by the pose, but otherwise…
ah you meant the leg hole, lol i didn't understand that based on the initial post. I'd start by extruding that loop and working your way down. but what I would have really done is block the entire figure first. Start with as little loops as possible, and work your way up. This way you avoid the issue you are having now.…
I am fairly new to this topology for character stuff... would love some feedback. Is it really bad? Passable? Are the tris bad? I see some people with straight quads down the legs and it looks pretty... but I would be missing some silhouette. I plan on tweaking the bottom of the feet next. Didn't really do anything to…
I hope that I'm not imposing by doing a quick sketch over the image, for me the leg issue is mostly concentrated on the fur at the front of the shin, it is spoiling the curves of the shin, and bulking the front of the leg beyond the kneecap. (a) I think that you could also curve the lower leg slightly further if you wanted…
I think the mech's proportions are off. - Legs are too long and far apart. The hips are wider then the torso. - The torso is too short. I remember you said this character was meant to be tall and lanky, that doesn't necessarily work with a short torso. - Shoulders are up around the ears. The Sludge zombie has some serious…
It's coming together nicely :) I think your overall shape of the legs is correct, but they are missing some of the mech (attachment). The original tank has very shapeless legs... making the edges where the various parts connect hard instead of what you have now could help here. You've no doubt seen this thread already…
I need to reflect animation across the z axis. Basically I have 4 "legs". I want to reflect the position on rotation of the left side legs unto the right side. I first tried mirroring the leg with animation, but A: It will only work with animation already made. B: Only correctly seems to keep the right position at that…
Hi everyone, Thanks for the help with SubD. This is what I learned so far, and please correct me if I'm wrong: [*]True SubD modeling requires you to start from a single SubD primitive. If you attach multiple SubD surfaces, you don't have commands to merge vertices together to close up the holes between the surfaces.…