Are you building them with nurbs or curves ? I play with the line tool in 3dsmax a bit, idk what software you are using by the pix alone maybe that might help bring more conversation to your thread. I more over just wanted to say i appreciate the efforts here, i play with this sometimes also, its a m.f. (then again i am…
Welcome! Even after taking the perspective difference into account his neck is too big. It also lost the nice curve from the concept which helped to set it on the shoulders. When in doubt tracing over shapes and landmarks helps to better understand their purpose and how they relate to other elements. Be careful with the…
Don't extrude from the highest subdivision level, if you're working around 6 million polygons, that's a fair amount of information for zbrush to process when trying to create the extraction. Do it on a lower level and you should be able to extract just fine. You could also try creating the needed strip with a zsphere…
Thanks for the responses. @Millenia: I'm glad you mentioned that tool so I could become aware of it. The issue I was having was needing it to be exact. I could easily find several methods to move the mesh up against another, but only when you have a perfect cylinder, delete portions, leave the pivot and rotate the…
There's Dynamesh and Remesh/Project (the latter of the two being the Z4R1 option) but those would change the entire topology which isn't so friendly if there was an edgeflow you wanted to preserve (like a character's face). If the changes aren't drastic you could try the equalize surface area button (Geo palette). Or step…
After creating the gloves, I worked on creating a graphic print baseball cap. First I masked and extracted a section of the head, and used the size deformation, Move brush, and Rotate Transpose tool to make it fit around the hair: I then extruded the bill of the cap with the MaskPen and Move tools, and Polypainted it with…
I seemed to narrow down the problem, and patch together a temporary solution (for anyone else who ever has this issue). There was one individual asset in my scene causing these crashes for some reason. I narrowed it down by hiding everything and unhiding assets one by one until I found the problem asset. The problem asset…
So I redid the top wing normal maps with the leaves extruding and got the following normal maps. Since my UV's are overlapping 4 times total for the wings (I did mirror geometry twice while making the model), I created two normal maps. Firstly using all of the model and then only using 1/4 of the model to see if there was…
It's looking cool, and the anatomy would fit right into a Guitar hero game. However if you are going to use this as a sculpting mesh, you might want to get rid of the triangles around your mesh. When they subdivide, they create three pronged posts which create nasty pinch points as you subdivide further. Also, it looks…
Hi SUNCHIRP, yeah that is the exact workflow we have been using for the last 9 months. Like I said I have a simple script which unitizes, moves and sews then unfold vertical constraint and am left with what you have in your final screenshot. The tricky part is getting rid of all the diagonal edges in the unwrap so our tech…