I think it´s looking great so far! Japhir is right on the shoulder...you want the arm to move not the entire shoulder area so it helps if you put a loop in there to keep it´s form. Poly distribution looks very good apart from the tube which has a bit too many loops for my taste. Keep going! :)
Nice stuff man. I think Lisa could do with a little more movement in the knees on the walk loop with staff. as it is her knees are pretty locked in the same direction and makes her look kinda bow-legged. similar for the run loop, it's less of an issue there, but for a feminine look her knees could be little closer toward…
Wonkify: to add imperfection to geometry to break the perfect symmetry and "straightness" of 3D. Wonkifying something gives it personality. It can be as subtle as slightly rotating/scaling a couple of edge loops to break the rigidity of a silhouette. Not only an artists term, but also a description that only an artist…
I used those loops before and it didn't flow that well when I did my blend shapes. These are the loops I got from someone I know in the industry and so far they've been working great. I can probably remove a few cuts, we'll see how messed up the unwrap is. Thanks for the suggestions ^^
i think i would make the bone of the nose a little more prominate as well as sharpen some the creases of the tip of the nose because right now it looks a little too round. just a few more loops to define and seperate the forms. or you might have enough loops now but just need to move them a little closer together.
Are you going to be adding alpha maps for the fur? I'd strongly suggest it. I'm also no expert in character/animal modeling but if this dog isn't just going to be standing still, wouldn't you need to add functional edge loops around it's knees and joints? Those areas will be deforming when rigged and it may look funny if…
The block out looks good but whether or not it needs to be completely rebuilt depends on what the wire frame looks like. It may be possible to clean up the existing geometry (without having to manually rebuild it) by using merge by distance and limited edge dissolve operations. If the geometry is reasonably clean then try…
you could try Unity recorder to export simulated joints as FBX, then reimport that back as baked animation. Rig your cloth with joints Animate the character Import to Unity, setup cloth joints for simulation sim the animation, for several loops if it's a cycle, make it easier to loop the sim later Export the Sim to FBX Fix…
This is what I use daily, most of these are from scriptspot: - Regularize edge loop (turns any loop selection in a perfect circle) - Create-Modify switcher (I have this on Space) - Select Instances (one click select all scene instances) - Super smart create (from polycount), very useful for modeling - Advanced UV…
You can start with this maya script: http://www.creativecrash.com/maya/script/tdarrangecircle The rest involves adding support loops. So you have your flat circle, select it and bevel it in to create a support loop for the inset: In modo this is done in seconds. Some more tips:…