Looks so much better! Just curious, does he have any facial animation planned? If so, you might want to add some loops around his face. But if not, you're on the right track. Great job!
FFFF, guize, I'm only 1 artist here. You're asking for miracles. As for Fingus's question, it took a while. It was a combination of meshlab and many hours of manual edge loop stripping after subdividing it 400 times. Worth it for those deets.
@vavavoom Very nice work, love the topology. The neck seems very long and thick though and the way it's tapering towards the body seems awkward to me. It looks nice in the profile, maybe relax the loops a little from the front where it connects to the body?
Thanks for the feedback man, Yeah you were right, so i added some edge loops based off the polycount topology thread. Hopefully it's looking better. Sorry for bad quality gif. I rigged it and tested the deformations out and it's okay.
No worries man. when I suggested an alpha plane for the cable, I had in mind a flat plane with the geometry merely suggested by a normal map. I know this can be a powerful technique in certain cases - it may not work so well here, being inconsistent with the detail level throughout - but might be worth a try. As Snader…
havent posted forever, figured its high time i start busting some stuff out. seburo m5 from ghost in the shell, blocked out, working on refining and adding support edge loops for a high. any crits on proportions/edge flow/mesh is welcome. hoping to make this a portfolio piece.
Cool model man. I don't think it loops well, it seems to be more of an alert/waking up phase animation rather than an idle. Try and get a stance going on where he looks ready to fight, chest moving to indicate breathing. Some occasional subtle head movement too, looking around.
That looks great! The slouch helps a ton. Watching the looping anim now and wondering what would happen if you didn't lift the feet so high off the ground. They could drag a little, with less energy. Zombies are all into endurance, not speed. I can also shut up now, if you want me to.
Those Penguins are indeed awesome. But it comes across more lowpoly then expected when you look at the provided wire-frames. The deformation of the arms show some harsh angles when bending. I suggest you add a few loops on the arms to smooth out those areas when animated. The rest looks awesome, nice work!
Those are looking awesome, the idle is definitely working a lot better now. I agree with the others about the walk/waist movement in Y. Also, in the walk, is it looping back to the same frame (first frame and final frame identical)? It looks like there is the tiniest pause where the start and end keys meet. If they are,…