Illusions: That's not my problem - I know how many wedges I want (regardless, it's arbitrary - if I'm doing 10 sides or 20 sides there should be a simple "radial symmetry" modifier). The problem is attaching it all together and making it meshsmooth all as one object, while still keeping the original wedge editable. Any…
To make this character fully animatable, we will need to fix her face morphs in 3DXchange. First, export an iAvatar file of your character and then open it in 3DXchange. In 3DXchange, drag the Modify panel (on the right by default) down until you see Face Setup. This contains the morphs used for facial animation. For…
Okay, I'm back with some small updates. I got some feedback from my teacher and changed around some proportions in the shoulders, arms, and torso. I still need to fix the forearm beacause it looks a little too taffy like. Gave her the beginnings of a jacket that I'm not totally sure about yet. I originally pictured it…
Lol Mark, this is a pretty tangential rant. There's another equally plausible situation: "There is no need to count the number of sides", because the computer does that for me, and/or because it has no relevance in most situations. Modo doesn't crash if I create a 13 sided face instead of a pentagon. The reason n-gon for…
Common problem. Depending on what software you are using, there are different ways to solve this. You posted the solution to this for Max, so I'll cover the other base: Maya. Un-instancing and freezing geometry in Maya will cause the faces on that mesh(es) to point in the opposite direction of the normal. In the viewport,…
I decided to start drafting more poses and layouts digitally. Wasn't really satisfied or happy with anything and I was still struggling with making macro decisions about the piece and even envisioning it myself properly. (Considerations) This was unacceptable as splash art. This was more acceptable but it felt...meh? And I…
The face is really hard to do. Everyone can give you advice on what looks off, but in the end, you really ought to just spend some time figuring out the structure of the skull and how the facial muscles form on top to create a face. At that point you'll pick up little tricks to help you capture a fairly accurate recreation…
I have a weird issue. Maya won't smooth an edge that should be rounding due to a lack of supporting geo. It just keeps a sharp edge no matter what. The faces are connected and merged so it's not an issue of separated faces. I tried converting it instead of just looking at preview and the same thing happens. That edge just…
why don't you post drawing updates sequentially? as in, when you reply, post the image there. it's a little hard to follow when you have to hunt down the image somewhere else in the thread. anyway, it's definitely an improvement. some of the best developed forms i've seen from you. his face needs features, even vaguely…
Looking really good, I love it. If you’re up for it, consider adding a bit more story "gamification" to make the piece even more engaging. Try to tie your creative decisions back to function and context. For your bunker scene, this means ensuring each object reads clearly from the player’s viewpoint, that the environment…