That's not how 3d works :) That would require a real-time or baked dynamic soft body/cloth physics simulation. You'll have to do it manually using move topo brush, or MD if you have access. Hold alt when using the move brush to constrain to normals.
the diffuse color is wrong. make it dark brown, and make the spec color shift to a pale yellow. mud also has tight spec values... to play with that use a gloss map if you have that option. You also need to make the mud look soft like the reference.
YAAASSS :D this is great! Maybe add little details on the back of the shoes (not sure if you've finished them yet :p ) and make them bigger (I think Sora from Kingdom Hearts is a good ref) I think this would look even better for the ingame view!
Since this weapon would be gold plated, and not made of gold (considering gold is too soft to be a feasible lethal weapon) it could be really cool to see the plating degraded or flaked off along where the blade has been sharpened and in combat. This would give the weapon a lot of character.
i mainly save artillery to prevent lone enemys from sneaking to an undefended base and quick cappin it, also use it to softed up enemy bases when i have a force ready to infiltrate it, if theres no sensible targets i will try and pick off random targets
* Tested using Max 6.0, Max 7.0, Max 8.0 , max 9.0. * Restored the Stitch, Sketch, Pack, and Relax menus in the Quads. * Added: fit relax, relax 2, soft selection, edge loop, paint mode options from max7, expand/compact uvs.
I usually start off with a disc for the base (where the blades come together) and then extrude that out with a good number of segments. Then use soft selection (or manually) to squash the other end of your tube down, and then manually adjust the positions to form the shape. Then twist. ETA: Super quick:
Your reference pic is a kindof weird angle. This has shitty DRAMATIC lighting, but may help out: Get some pinch tool on those folds! Or your method of choice for sharper edges, the 'peaks' of folds are way too soft. All of the shapes are looking good though!
nice work, the spikes on his back are really odd, maybe if you cover them with some alpha fur it would look cool. The hands are too soft I would expect more of a slightly paw like shape with some visible bones pushing against the skin.
I always just have hard edges on UV seams if i'm going to have any at all, so smoothing is easy since I have a script to do set that in both Max and Maya. Anything else is just 1 smooth group or all soft edges.