best thing you can do there, is find some anatomical reference, and actually look at muscle structures. or even to an extent, look at some anime work. it tends to be hyper defined, but itll show you the main blocks youll be wanting to model in low poly art. stuff like that.
i would definately consider revising your topology, the legs and armor isnt too bad but the body has alot of problems and wasted polys, some very odd things going on with those edge loops for sure. will do a paint over for you when i get time
ICeWolve cans you see why they shouldnt? Im guessing cheap wants to show a more animalistic view of the gargoyle which results in showing genitals...either that or he just likes to model cock You're improving in leaps and bounds lately cheap, definately your best work.
Been a while since I last used the learning edition but I think I remember enough to be of use. - Alt + Middle Click will select edge loops/rings. - Selecting the extrude command from the menu will give you an explorer window that allows you to define extrude distance.
^ I liked Burnout2 more than Burnout3. I was really let down by Burnout3, definately over-rated it imo. - all the cars(except for the "crash" vehicles) looked way similar. - no matter the stats of your car, the AI racers could always catch up and pass you.
Improvements Made on Proportion from the feedback given by jackablade The things i pointed out and fixed k neck was way too long, this was adjusted down quite allot to look right, the face will further need refinement to fit the correct proportion. A comparison to Loomis guide was constructed, and the base mesh was then…
I'm going to interject here, admitting I did not read the full banter in here. This is a far more complex issue than people like to make it out to be. Here are the facts. Guns are designed to destroy whatever they are fired at, humans included. By design, a gun is a weapon intended to kill. This is undeniable. Insurance…
yeah if its a low segmented cylinder it'll be warped to shit - make sure you've got plenty of geometry defining your lens, or just stamp it in 3d. If you were to stamp in 3d like the above methods, you'll notice the text in 2d/uv mode will also be warped.
Not properly named. When you have a highpoly mesh tagged, you need a lowpoly with the same name except the _tag, -tag, .tag or whatever. It's not needed the lowpoly is tagged with _low, but the base name has to be equal for every high you have, which basically defines a different set.
Beautiful work! A few minor critiques; The ear folds should be more well defined and her lower lids are too thin. Also, the brown rolled up...leather (?) behind her is too perfectly circular, its shape should be more affected by the object squishing its middle and gravity.