Fat: I finally figured out what was bugging me, his forearms seem really short while his upper arms seem too long, maybe it's me / render angles but it really kinda screams at me. Fletch: Looking uber, cept the massive spike at the heel of the shoe (maybe another loop?)
I found out my lectures for today were cancelled, so I browsed through some old folders and found the very start of a head (made in 2008 ;)). Got inspired so worked on it a bit more. Here is what I've got so far: EDIT: damn, already noted the weird loops between eyebrows.
@Paulewog: nice looking models, The gnome could use some tweaking to reduce the polycount, specialy on the body, it has way too much density, remove some loops and it will be much more optimized. @BlackulaDZ: what's up with the Inverted cross? its a satanic Spaceman? XD Nice model though, I love the wrinkles on the suit :D
woogity, piexchaot, OldDog - cheers guys japhir that's a nice base mesh man, perhaps give her more cheek bone and smaller chin/ smaller ears maybe. might be worth adding a few more loops to get the eye shape better also. they seem to end rather abruptly right now with an open edge.
Even though the sculpt's not finished, I wanted to mess around with rendering and compositing. Now when I finalise the sculpt, I can just drop it into the scene and render it for instant turnaround goodness :) Requires the XVid codec. Unfortunately I think I forgot to render out the last frame so it doesn't quite loop…
lol :D Scudz: yeah you are right, the problem was that i started sculpting from a basemesh without loops so i had to increase subdivs to get some extra detail to work with around the eyes and mouth i think i'm going to give her another look tomorrow and get some more reference to evaluate the forms with
I hope you don't mind but I've painted over some suggestions. I think you could safely remove the loops in red without changing the silhouette. IF you think it's still too high you could try removing the ones in orange. They'd affect the silhouette a bit more, but maybe not so much depending on what you're aiming for. Hope…
[ame]http://www.youtube.com/watch?v=doRfPRVqQ5M[/ame] a neverending "project" of mine. the character was made back when the Daxter PSP title was released, as fan art.. and then he's been through a couple of maya animation sessions, ended up in motion builder.. just did a fraps of some of the animations I've got for him…
Neox, that is looking badass. The boots fascinate me to no end. Any wire porn upcoming? :) Having the case of the shits today, so trying to finish this one up between potty breaks. This is taken in the excellent Marmoset Toolbag. Trying to tweak materials, especially on the metal pauldron and noisy bracers, as well as the…
If you were asking me how I did the leaves on the jewelry box; then, here is one way to accomplish it. 1. In 3D Max. Start with a 2 x 8 plane. 2. Move the verts around to get the basic shape. 3. Make a copy. 4. Move the verts in to shape. 5. Make a copy. 6. Move the verts in to shape. 7. Extrude the border of the first…