Hmm, a shame not more people are replying at you or helping out. You are definately improving and learning and paying attention. Well, sir, good you are doing so :D Now, lets talk about the model. I really, really like the fact you have carefully looked at my paintover and translated it to your sculpt. You might even have…
alright, here's the paintover for the lower leg. Also what I was saying in my previous post is in relation to every piece of reference available for the actual model of this mecha, the legs are slightly bent at the knee, which also rotates the ankle to keep the feet on the ground. By modeling him in a straight legged pose,…
Looks great so far. Only weird thing to me are the front legs... they seem to be bending the wrong way. Aside from animals like horses, most quadrupeds have front legs that are actually more like arms with the elbow pointing towards the back. Even pokemon characters. :) Maybe he could use a little tail nub or something…
I very much agree with @Drawmaevedraw about edge control. Scrolling through your thread as well I notice you have a big problem with human legs. In almost all of your drawings you make the legs too short over all, especially the bottom part of the leg between the knee and foot. I think you should maybe do some copies of…
Hey there, I wanted to get some help on modeling a StickMan. The main issue with the structure of the mesh is to get the legs properly there. See with a Stickman as such in 2d the legs take up the same space.. while in 3d they can't. The strusture needs to be able to animate it for a beat'em up game. I've messed around a…
This is a really neat idea. I think Pmiller has a good point that presentation of the scale will be important to showing this thing off, volumetric fog and maybe some bipeds on it comes to mind. One thing that I see is a discontinuation of of the design in the legs. The legs look a little too.... slapped on. Like they…
legging should be under belt slot, dont know, i observe other set sometimes neck part can extend to other ... eg: http://dota2.gamepedia.com/Belt_of_the_Gleaming_Seal (name: belt slot, actual item: belt and legging) http://dota2.gamepedia.com/Ornaments_of_the_Gleaming_Seal name: shoulder, actual item : chest and shoulder)…
Thanks for the advice Jeff. I repacked the UV for the table/chair, straighted out and tried as much "space re-use" as possible. Re-uses: - all four table-legs in one space (Top left) - both lower side parts in one space (middle right) - Table top- and underside (Put the underside in the same middle spot, only issue I see…
I'd shape the hands more like a relaxed hand, that'll animate better. Try to relax your hand and look at it. The thumb should oppose the palm and the fingers are slightly bent. Since hands are usually closed or relaxed, that'll make a good pose for animation. When the hand is flat you have to bend the thumb a lot to make…
[ QUOTE ] Very creative concept. Though, I'd watch out the armor that sticks up on his shoulders, make sure those don't clip his head when you're rigging this up for rotation of the shoulders, etc. They probably won't, but just a remind. [/ QUOTE ] Thanks for the tip man, I've never rigged before so any tips are useful.…