Have lots more geo. Imagine your mesh with some subdivisions, and without that problematic vertical sharp detail - once everything looks correct, you can easily get that vertical sharp detail by pulling an edge without much support loops.
@mettigel, They come from having sharp right angles and are just more artifacts from having a high and low poly with sharp angles and a different number of edge loops. The first page of this post talk about this in detail, provides pictures, and offers solutions.
Looks very nice in the lit shot. Are those firm lines at the side of the forehead from ref? Looks a little to sharp, but I could see that happening for some people. Ears seem a little soft -- accurate, but not as sharp as the rest. Nice sketch, congrats.
I added the fog a little bit, ambient occulsion, and sharped the image in photoshop. Personally like sharp pics. I will fix the wire after, and it's probably gonna be my final render, but still, all critics are welcome. Thank You very much.
Joost's advice is spot on, but just a few more things to add: The aperture you'll want to use will depend heavily on distance to object. If you're very close to a small object, F8 may not give wide enough DOF, so some areas will be out of focus, so you may need to go down to F16 or so. For large objects that are further…
Have you tried contacting Márcio to ask permission and share your progress? Usually concept artists are flattered, and love to see a derivation like this!
cool concept, coming along great so far. Only crit is it looks more like a big popsicle than a sword... mainly because there's not way to tell that the blade is sharp. Maybe make the texture lighter around the sharp edge of the blade?
I agree with Notman + I thing the chin is to much sharp, especially in side view she looks odd. Eyebrow is also wrong. It should be wider and less sharp on the edges. Keep going, there has been a lot of improvement in last update.
its a good start, the concepts are fun! I feel like you could carry over more of that angular sharpness into your sculpt, stay at a fairly low subdivision level and use the flatter or trim brushes to create those flat sharp angles in the concept.
Hi, I come from max (10 years xp) and need to learn maya. I want to make metalic tube with spline. With max it's really easy to create both sharp angle and smooth angles with filet for exemple. I don't know how to do sharp angles with a cv curve inside maya. Any help ?