Forgive me for being blunt, I just typed out a long response and IE7 died on me! The arms are baloon-like, a common thing when not using reference. The chest appears as if you extruded poly's, instead add loops and cuts to the surface and then pull out the muscles to improve mesh flow. Refine the model stage by stage, add…
I have tried Mudbox & ZBrush and I am beginning to think I kinda prefer traditional modeling to ZBRushing or Mudboxing.I don't know why.I think its way faster and I kinda feel I have more control over my mesh especially with inserting edge loops where u need to and also when modeling stuff that u need to extrude from a…
the parts that are not in the geometry look fine when baked (granted the high poly could use some more work), but the geo that youve got on the middle seems very faceted, bubbly, and just weird. overall it doesnt look like this shield has any extruded faces on the front of it, and it just makes the overall shape look…
Here is my very simple process of making shoe laces. I'm sure there is an easier way but this method has worked for me well in the past. Here are the steps: 1. Decimate Shoe in Zbrush for faster machine speed and export to Topogun 2. I import the decimated shoe into Topogun and rough out basic faces for each group of…
One thing to keep in mind. You can have multiple objects so long as they are properly named *_001, *_002, etc. But they CANNOT be concave - i.e. 1/4 moon shapes dont work, You'd have to make multiple objects that as a whole, would create the curve. (such as 4 boxes) When in doubt: Begin with base shapes. As soon as you…
Let's talk about the horse for example. Here is the ref from the Internet: Notice the lower lip is more prominent, it has a "belly" and extrudes forward a bit. and horse's lips have unbelievable wide range of motion as well. The ear should face forward, not side-way (horses' ears can turn side-way of course when they try…
I think your topology is pretty fine, except Ellie's mouth is a bit too dense though. Other than that, your Ellie has an animation-friendly topology. ;) The edge flow on the creature is quite messy. Clean distribution, but you could eliminate a lot of those poles, and your have few unnecessarily dense areas here and there.…
Something to keep in mind. Once you learn the basics learning workflows for environment art or characters is somewhat easy as far as poly modeling goes. You're using the same extrudes, cuts and chamfers as you do when you start out. You can always do a mixture. Use 3D Motive to start out and get the hang of the programs.…
For modeling techniques, to put it simply you could start from a box and then cut your details into the mesh and shape it how you like, this if commonly referred to as 'Box Modeling.' You could also start with a plane and extrude your edges to make your forms, commonly referred to as 'Poly by Poly.' Theres no correct way,…
Why did you have to re-unwrap everything? As far as I know, you only unwrap the low-poly once xD Or did you just mean you had to offset the overlapping UV's outside of the 1x1 space? Anyway, as far as the inverted faces go, you do not flip the faces in the viewport. Flip them in the UV window by selecting them and clicking…