I would stop with the long thin strips, go for more square poly/even distribution. think about the silhouette and try to be minimal in capturing the look. think about the wasted loops where nothing is defined adding extra lengthways loops
Thanks @Sam's_stuff for the advice and references. This project has been really great for learning anatomy and muscle/bone structure, and I've been enjoying it a lot so far. The anatomy 360 scans has been really helpful and I'll be going back to the base sculpt today to refine it more , thanks again :smile:…
A gloss map defines the size of the specular highlight per pixel also called specular power, where as a a typical specular map defines the intensity per pixel meaning it represents the amount of light reflected.
Do you ever just start modeling with no plan at all, or do you always have refs and a plan? I always have my tablet/tablet with me and just start playing with polygons or sculpts between classes and during lunch break. I find that I come up with some interesting WIPs but finishing them is way slow because there is no…
Definately loving this. This is so awesome lol. I am going to be doing a celtic warrior shrine and this is great inspirations haha. I'm loving the sword as well. Definately going to keep following this thread keep it up!
Hi polyounters.I working this high poly model.I made the featers with clay tubes, then i used flatten on the edges to make is a little more sharper.But i think its not the best workflow for this.it looks wavy and pinny:( Help me plz! Which brushes are good for this beveled shapes?How can i fix the wavines?or anyone know a…
I thought I'd change it up having it for so many years but having had the critic I'm definately going back to the traditional thumbnail look. This is definately something I needed. Many thanks chaps. :)
Ah well meshsmooth reminds me of a simple turbo smooth if that makes sense. In 3ds Max you actually set smoothing groups to define the way that parts of geo are defined. So, a box would have at minimum 3 smoothing groups to define the different surfaces. IF it was all 1 smoothing group the program would try to make it look…
Its getting there slowly but surely .In side view forearm - hand transition looks a bit too thin and angle too sharp I think you could exaggerate even more stepping effect on pinky side so you get clear delineation You don't have to completely plane the fingers just trim them a bit(use lightly hPolish/TrimDynamic or…
Zcubed - your budget is fine, those eye and mouth rngs and loops are perfect for todays budget. You could however try pushing them a bit more to use them to define more shape - especially the eye ones which could really defone the depth better. you may find this useful: Edit - I didn't create that image, it's from…