Looks pretty nice. The materials are solid. Face and hair feel a bit odd though. Mainly the proportions for the face and the hair feels a bit unnatural. Her face feels a bit long esp under her nose...feels like you could move the mouth and chin up a little to get a more aesthetically pleasing face. Her hair just looks a…
Ohh noooo, using that merge trick is a bad idea.. You are creating so called "lamina" faces. Go to mesh > cleanup and set the cleanup effect to "select matching polygons" then uncheck everything and check "Lamina faces" and click apply. Notice how every polygon is being selected? Another way to find out, is to zoom in on 1…
Hello winf, Every line you add to a face adds age. Young faces tend to have really soft transitions between individual planes. Another good trick to convey young age is giving them larger eyes. Flip the canvas horizontally often to check the construction of the face. The blonde girl's teeth seem to be attached on the lips…
Before doing anything else on this character you should fix her face. I made a paintover because a picture is worth a thousand words. Basicaly her face is lacking bone and muscle foundation. That's what the third picture is refering to. Check "face planes" on google and you'll understand what I mean. There were some…
You have the boards smoothed, so this is a clear case of that same smoothing just carrying over a little too heavily in the lighting, not lightmapping or normalmaps - manually adjust the vertex normals of each planar face (ie all faces but the bevels) to align to their faces and you'll get correct lighting. Since you're…
Your sculpting around the neck is way too undefined, but it looks less finished than the face, so I'll assume you aren't done with it. One big thing tho - TURN OFF SYMMETRY ON THE FACE! It looks really unnatural when facial details are perfectly symmetrical. My technique is to use symmetry for basic shapes, and for details…
awesome guys! thanks a lot for the replies, i totaly apprecieate every one of them. just to be clear- i have NOT complained at work. (although by the soudns of it, i really should have, perhaps, in a polite way..) when i get a new task that i dont like, it's generaly with a smile on my face. i do not complain. i do believe…
It also depends on where you measure. SD will preserve the center of each face and smooth the vertices, so to speak. But as it then takes the newly created face centers for each iteration, the volume will slowly shrink (quickly at first, then infinitely approaching a final surface). You can use MeshSmooth set to classic…
Hey Alexey, great to be hooking up on Facebook btw. ;D I will make you an overpaint with the images you sent me. And I was thinking that the face could be a mixture of the Hot Toys figurine face and the face in the game. I took some reference pictures of my figurine, and will throw in Ground Zeros later to take some…
Ah i feel so enlightened by these methods, so much possibilities for I thought a single plane mesh would suffice hm, also Idea 1 seems like it's destructive yet idea 2 is some what convenient(?), must make a note out of this to try it out :) . This also leads to me questioning, how else do I texture tile a UV splitted UV…