@Enalya, thanks for the suggestion! I did try flipping it horizontally (and vertically too!) I guess it's time to gather more reference or take a break so I can get a fresh look on it. :) And by break, I mean time to play games. kekekek. :P
That is an awesome idea. Would vertical circulation be handled by some kind of teleporter or elevator or stairs? Also, you could kick out some Doctor Who TARDIS/Hank Pym Infinite Mansion shenanigans with a closet door that houses some impossibly huge room.
I really love the model its got a style about it- where the concept image just looks badly shaded. I really like the mouth -- but I'm not sure whether it needs those thin polies -- I don't think they break the vertical at all.
i like the cloth. The whole character feels like it is stretched vertically. Like especially around the chest and shoulders. There's a weird triangle shape across the peck, that could be interesting if it was worked up a little more. Right now it just looks like incorrect musculature.
You don't need to project the polypaint. You just use polypaint to texture function and export the texture. Apply it to your low poly. Note: ZB uvs are vertically flipped in relation to other software so hit the flip v button before export.
[ame] http://www.youtube.com/watch?v=gzRHRWgkDxY[/ame] It's good that you welded that one point. But this is what I meant when I talked about optimizing the tail and then adding vertical loops for deformation. This should be sorted out before any unwrapping is done.
very cool! there are a lot of vertical edges on his back compared to the horizontal ones, so the profile will be very rounded when looking a the front/top but not very pretty from the side view. i think you should make that more balanced. keep it up!
Pior: Maybe TiM-Scripts "Conform" would do it, although I think that's only for EPoly meshes (but in that case you could just convert the spline into a set of edges, since Conform works based on vertices). Sorry to minorly derail your thread, tinman
Nice! I hope you won't mind if I elaborate a little further on composition: Personally I tend to prefer shots like these with a more asymmetrically balanced composition; it gives the image a little more dynamic feeling. I think some of the vertical elements you have in the frame are competing with each other and it gives…
Topology/edgeflow looks good, nice minimal poly count without any additional stray vertices too stress over 👍️ By the way, Tim Bergholz started out with Max before switching to Blender so a few of his older tutes particularly the free ones, would be worth browsing through for tips if you happen to get hung up on something.