Also a quicky. Since quads are build of 2 triangles, this could mean some distortion could happen, no matter how good you bakes/cages/normals. This is especially true for very long polygons. Try adding a loop cut down the middle,vertically, where the distortion is taking place. See if that helps.
Watch the angles and foreshortening. You're getting much better with your anatomy, congrats =D. But on the last pics, think of the angle his torso is at and the angle his legs are at. The hip on his far side wouldn't cut in at that hard of an angle, it'd be much more vertical due to the angle. Good luck man =D
Some suggestions: -Ribcage could have more of an inverted V shape at the top, looks too round near the sternum: Warning this link contains nudity -Knee caps a bit stretched vertically -When seen from the back, the latissimus dorsi could have a slight curve (outwards) instead of being straight.
One word. Amazing! Would it be justifiable to throw down some more polys on the ring, to give it some more volume ? Don´t know if you gonna go for this angle but if you do I think it would look nice with some more geometry on the vertical ropes, to make them stand out.
Looking good! The confidence is coming across for sure. One thing I'm noticing though, is that his knees are pretty bent throughout. Especially on the contact poses. Also, the axe movement feels a little smooth/light. Maybe toning down some of the vertical rotation would help there? Nice work so far!
The only suggestion I have is to make the colors more similar to the ones on Rubick. Like vertical said, make the green greener, and also the gold. I recommend using the original textures and masks for his default items to get a nice feel of the hues, etc. Apart from that, the mask itself looks great!
Yeah... I would think you can get around it by making it vertical, but I guess it depends on what your camera is doing. Just dealt with that here at work. My engineer wrote a script that constraints FX to this rather strange camera set up we have. It's attached per particle as a component.
Well the problem with the example shown here is that the polygon on the right has a valid edge connection path between all 3 vertices on the right. If you use connect it will always connect those. Although looking at the script that was posted, it should work, since it should only process each selected face one at a time...
Good point, I made the leaves less sparse and created a basic color map that I'll use when texturing. I also increased the size of the HP since the stem/branch will be a 3D mesh and not a flat plane and I can fit it in vertically on the UVs. I just use it for reference in the pic. Is this better?
In this case, add more weights to your Head or topmost Neck bone if you don't have a Head. This way you have the partial control of a local bone, say Eyebrow_L, but the affected vertices still move with the head when animated. Since Head is a parent of Eyebrow_L, anywhere a parent goes, the children go with it.