Well, when I create terrain in Maya and use soft selection I usually call it sculpting the terrain. Generally it'd say it's when you push and pull things to get the result you want. I don't really get where you're going with this though? :)
CrunchCast 25 Salaries and the Future The leader Chris Holden, the manly Bryan Mcconnell, the "REAL" Jon Jones, and the hairy Jesse Sosa (who has an awesome mutant challenge entry). [ame=" https://www.youtube.com/watch?v=i85z7r4GbAM"]CrunchCast 25 Salaries and the Future - YouTube[/ame]
looks better man. do a level adjustment on your entire diffuse ( at the top of your diffuse group) also render off a height map of your high poly zbrush brush model. put onto of ur diffuse and change it to soft light and do a levels adjustment. :)
Good ;) . I think you could improve latissimus dorsi form back near armpit area, and maybe separate pectorals muscle from boobs, and fingers look bit soft - like smoothed too hard, but proportions are great, and she has beautiful face and 'back'
Good work man! I really like the edges on the blade, although i feel the edges on the handle are a bit soft. I also feel you could optimize the edge flow you have a lot of wasted polys keep up the good work, Happy Friday!
I quickly drew a wireframe, it looks like shit, but you got the idea. Also try to avoid ngons. (Polygons that have more than 4 sides) You might have some hard edges that should be soft too. https://youtu.be/yv1PQf_j3zY?t=39s
play with gardients nd you will get something like this tile it multible times and make it radial (there are more ways to achive that) i made a sphre i max and stretched it to a radialmapped plane and so on on the second pic i selected the center vert and turned soft selection on and rotated it
Looking better :D did you make a whitebox first or are you just making it as you make the meshes? Here is that small tip. Its not that special but it helps for some things where a soft blended vertex mask fails. :) Ignore my terrible tiling textures. lol
I really like the overall style and color palette, my one complaint would be that the texture looks a little muddy and soft. A few harder highlights, or transitions from a light stroke to a dark stroke would clear it up. Especially on the surfaces that are supposed to be changing directions sharply.
Looks perdy good, although from the looks of it he's got some pretty damn weak technique. His movements are very soft, try to make everything look hard, like he's actually hitting something with every move. (Which is how a kata should be done)