Creating and merging meshes like this actually makes it worse and there is a reason for why you can lay things out right in the level editor. If you merge meshes like this, the renderer won't be able to cull that are off screen or behind things.
the addition of these clasps brings her closer to a crustacean i think. It brings more weight to the head and makes the legs feel somehow weak. maybe either lightening the clasps or strengthening the legs would be a nice solution to balance it a bit more?
Her legs are very long compared to the rest of the body, and her stance is offputting because it is quite akward and unnatural. You should also add some definition around the pelvic area to show the transition between the top of the legs and torso.
Looks great! Why is he missing a leg? Even if you plan to do a unique sculpt for each leg, mirror the other one for now at least, just to help judge proportions. Face is rather generic. Are you using reference?
the torso looks alright to me so far, but the legs seem weird like his feet are rolling in, and they go fat thin fat thin all the way down. Maybe rework the legs a bit? good work so far
Hey man nice piece, here are a few points: 85k is pretty high for a model like this, but if it bakes down well it isnt a huge issue, noticed some jagged pixels (front shot of the cannon) this is probably because you have a UV Islanda t 45 degrees. Can you post any shots of the high? Texturing looks OK , the weathering on…
I had a Google+ Hangout with Chris Holden yesterday and it was pretty fun, a mini work session where we both had screen share on and just did our own thing and hung out. Pretty fun. I wanna do more of that stuff with the polycount people who are interested. I mostly watched him work so I can't really call this an update. I…
You've gone off course a bit and strayed from the reference. The base mesh was pretty lumpy and you didn't take the time in the beginning to really push the anatomy where it needed to be before you sub-divided and rushed to the tiny details. Because of this it lacks weight and definition. The last image is a HUGE red flag.…
Very nicely made model, especially from a self-confessed 3d newbie. It's an old-school approach you've taken, but executed well. For animation and rigging : I'd add another loop or two around the forearm. When you twist the wrist, it'll help to stop it collapsing too much. This stuff will make more sense once you start…
I found a bug it seems... When selecting every other edge on a cylinder side, with Quad Ends Checked, instead of merging 2 ends together, it moves/merges 1 end. Thanks!