You need to define separate smoothing groups or add more geo to get a smoother transition between the faces. Also check for unwelded vertices or extra faces hiding in there.
This is just crazy good. One of my favorites. The mane is just out of control and my one crit would be to define it a bit better in the low res. Good luck!
Last update for the day, starting to get some things defined, any ideas for the background? also thinking about changing the way the green ghost is facing [IMG][/img]
Texture Pass 3, still learning to define my textures more will need a-lot more practice before everything will start being on par with my modeling capabilities
Wow, that's definitely different. I say define the antihelix of the ear a little bit more and knock back the protrudence of the lens of the eye a bit. Other than that, keep going.
Eyeballs look too big and the bridge of his nose too thin (or possibly too defined). The top of his head (cranium?) needs to be wider. Good start though.
New one! Quick sketch for a UDK scene I'm working on. This is more of an attempt to set a mood rather than defining shapes (which are already modeled and placed in UDK).
yeah, I used half lambert, but as you said it's mostly the textures, I like cavity maps and really defined edges! :) Will post flats and a wireframe later today. :)