this is looking cool man i like the overall design. i would actually put some thought into the crotch as it just ends and there is nothing there ( you don't need to make a penis but do something that transitions a bit better into the rest of the body instead of a flat surface). i would also define better the arm and hand…
Glad I could help out man, the techniques used have been improved. I'll probably update the whole thing once I get some time. For rock modeling, you can just duplicate the base mesh and do the placements all in mudbox then select all your sub-meshes and export them to 3dcoat. In 3dcoat just go to file -> "merge object" and…
Hey ReZlience, really nice work! Love the emissive stuff! Looking at the concept, I think you could really push the pose further. Point the toes of the foot resting on the leg and get that bottom foot at the same downwards angle as in the concept, you could also straighten the spine, particularly at the bottom a bit more.…
Hahah well...*ahem* that was a very manly man u posted there xD Now back to business. I don't know what you're purpose with this model is - I mean, the end purpose. If it's for a game, your should consider redesigning that piece around her hips that goes and covers part of her butt. When animating the legs, as the leg…
It seems to work better on my mac than the PC version. This is my updated process after showing peopl at work: 1. Use Optimize in max to rip out the unnecessary detail from the high poly - a tip I got for Ror. I saved this as mid poly.obj. (My high poly legs went from 1/2 million polygons to about 60,000) 2. I took a set…
well. got it running and from my first quick look doesn't appear like they've addressed a few of the no brainer aspects. real stupidly simple shit. correct me if i'm wrong but still no ability to interactively / selectively remove tools from the tool palette. no integration of ' subtool master ' functionality into the core…
I like the head, very goblin. The spainard chest piece is a nice touch -) The legs and feet need some work, they look too close to cylinders and hes knees and feet point directly forward when he is bow legged. Normally the big toe and knee rotate more toward that sides corisonding hand, when the legs start to bow. I…
Relatively new to sculpting really, I've worked on maybe 3-4 models that I've sculpted and I have never completed a character, my last sculpt was a mostly complete anatomy study (that still wasn't the greatest) but now I have decided I want to make a werewolf. [Latest] [OLD] Left to touch up and get the main features in:…
I was thinking about the sexist and gender issues like this for a while and came to the conclusion that there must be a deep seeded instinctive process that drives males to consider themselves superior to women. After all, why is this still a debate or even why do some men still continue to perpetuate sexist activity when…
As an animation demo it doesn't show a whole lot. If you plan on sending this out to places as a sample animation then you might want to get some more movement, run walk cycles, crouch, jump, bending, kind of stuff. Since I am not really sure what the purpose is of this vid I am left kind of wondering? I also have an issue…