wow, awesome! Only crit is on the first guy his abs have those small blobs on them, maybe define the little blobs some more like you're doing on the second guy. Keep it up!
Hah edited sorry. The whole furniture fucking concept definitely opens up a weird can of worms when it comes to defining whether or not something is work safe. (although admittedly that aint no Ottoman under him there )
here's a little update. -I made the skin on the face lighter. -the logo little bit less noticable -and well define textures better. the hair is definetly not done and I will rework the pants. not good enough detail
under his arms looks a bit odd, i think it could do with a few more polys in there to define it and as you say help with the animation. Love the sculpt though and also the concept you did was great.
Thank you for taking time out of your day for the constructive criticism, I greatly appreciate it. Let me start by saying, wow, I did not notice how intense those bulbs were until you pointed it out. hahaha Turns out I had the emissive cranked way too high on those bad boys. Gotta go in and refine that. I can definitely…
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fbx supports maya style explicit normals and also max style smoothing group definitions - if you dont export with smoothing groups they dont get defined in the file, its not a false positive as such but it's entirely fine to ignore it
@Domwhit93 You can lower the deltoids a bit more, that will help define the trapezius muscle a bit better, as you can see the trapezius is a little too short and the head is a tad too big in relation to the body.
It's been a while since the last time I've updated this topic about my League of Legends fan art. I've defined the characters proportions and não I'm working on some hard surfaces inside zBrush. =)
Ok not sure if it helps, but I've added a video with the initial setup for a face. Unfortunately the screenrecorder crashed on session two, so there is only a screenshot demonstarting the mixing of parts wich are only defined by edge loops and subpatches