damn, that's a lot of head. quibism nioce skin makk you are on a roll too. keep it up voodoo! cool start with the armor mr sumo! mrrogers, nice dude, nice style, i dig. more on qube and mop's head, thanks to them!: oh! & hello to the ben!
I have a little problem. My meshs are stretching like elastics too much, I wish there was a limit for deformations in my rig with rigify. How do I limit the stretch? What's more, the character is increasing the armor that is parented to the bones. Help me please.
Hello I'm new in Polycount and this is my first post I was looking for some critique for a character I'm working on all comments are welcome This character is a lizard man, a tribal warrior, his tail got cut in battle. Updates on the armor and weapon soon Concept Front view Back view Side view
Hi guy, I plan to do a male character with crusade armor.The armor is not completely hard shells. I don't know that if I should model the low poly with clothes or model them separately, because once smoothed, it might look mushy. Can some pros give me a hint?
Hey guys this is a personal project of mine I've been working on. This is the main hero. Just keep in mind peeps that the proportions and anatomy is suppose to be exaggerated/ stylized. This is what i got so far, before adding clothes and armor. Let me know what you all think/ critiques. Thanx MoOsE
So im really curious and confused, do animators know how to handle lots of overlapping strap geometry/belts/bags/pads/armor? It seems like itd be very annoying because wont the meshes intersect during animation? Or do they expect you to retopo it into one giant lump of play-doe?
Thanks... Can i do this i Maya if yes then can you pls tell me how..and its all hand painted like armor detail its look like 3d you know like normal map but it's not normal map.
Quick block out of the top half, just puting in some shape you obviously wont see his chest due to his armor but it means i know whats underneath. about to start on the bottoms. then I will extract the shape of the chest piece
Sorry for the long wait! So I decided to do a mercenary type. In essence he would be part of the Wolfbrothers, a mercenary group that scavenges their armor from the fallen which gives them a very rag tag feeling. Quick sketch. First Blockout
I love the way this is rendered the armor ha a really cool spherical form to it and its done in unique way that separates it from the average mecha stuff. The only thing that's bothering me is it doesn't seem clear what the function of the stuff on his shoulder is.