@PyrZern ah yeah forgot about her hands, i modeled them like i saw in Dissida, but the did get a bit distorted in the poly reduction. actually i'm not even sure they'll bend right now... Will work on that. There's also a good chance i'll need to add polys for the hair... But honestly i'm not 100% sure what i can do with…
I'd recommend you retop the gauntlet to something cleaner. Either by adding support loops to the new basemesh, or by using crease. Also, seems I'm TERRIBLE at poly budget... 7.6k Tris for main body AND limbs. 0.9k Tris for Skirt 2.2k Tris for EACH gauntlet! 1.2k Tris for EACH hand. 3.5k Tris for EACH skate!! 2.2k Tris for…
@DonEngland I been trimming down her hips. Guess it's not enough yet. I will work more into it :) And I think you're right about her neck !! Thanks. Great progress on your mech suit there. Are you going to throw this inside ZB later for finer details ? @Atelier You might want to relax her fingers now. Before you start on…
PyrZern: I'll probably do all mech detailing in substance painter. I like the proportion changes. JordanLeigh: Thanks for the feedback, I completely agree. I have reworked the large panels. Nevermind1567: Great start, and good advice too. Are the legs a little short right now? I'm looking forward to seeing more :)…
@DonEngland: So far, so good! @Pyrzern: Based on her profile, it looks like her chin is too far away from the neck. Also, I don't know if this is just an artistic liberty you took, but the concept doesn't show her having an exposed patch of skin on her stomach. Keep at it! Going for a high-res Mech for this one. Under 35k…
@Nevermind1567: Looks great. Only thing I notice is that the outer blade of the scythe is about 1/2 head longer than the inner blade. @Abidus: I think attaching the hip panel to the leg makes it easier to match the concept pose, so I'm going with that. I like your segmented panels on the back. -- Nice work so far everyone,…
@DenO: Thanks for the feedback, I've worked on adding the rounded form back in. Your likeness looks great. Only thing I noticed is that it seems like the nose should be tipped slightly higher and the chin a bit tighter . @PyrZern: She's looking good. You might want to broaden the nose a bit. It looks a bit pinched atm.…
@Pyrzern looking nice! Just a personal preference, but I think a solid bit of geometry underneath the fluffy part would have helped to give it more mass, instead of having to try and define the entire form just by using planes @iadagraca I love how that turned out! The bright high contrast really compliments the low poly…
@Artelios: I haven't found zbrush to be useful for hardsurface. However, it might be nice to blockout organic shapes and then pull panels off of that surface. For me, sub-division modeling seems to give far more control and possibly greater speed. @PyrZern: Great progress. I think you're right about the breasts and head.…
DenO:Like! Try pulling her upper eyelid down. Aren't the wrists too big? DonEngland:Cool. But in the last update the shape of the chest seems broken. PyrZern:Having troubles with her face? ) U combined superciliary arch with eyelid in one object. There's some reference to study:…