I think you need to use more ref of real life rats, getting images of rat skulls in particular will help you with the forms. Here are some things that stand out to me: The ear needs to start a little higher on the head, and it's also the wrong shape. It should be more round, you have a bit of an egg shape going on in the…
hey there! Arvidburstrom sorry for not responding on my forum i made a fix for you so you can import into the current scene. i know that mesa need some improvement, i would tell you that i am aware of the problem, with exporting multiple asset at the same time. if you only need the SMD, you should investigate the Ref_break…
Niiiice work. I can't offer any crit to the pro level like Muzz but to me the front of the hip bone (I believe it's called the Iliac crest, which I only know because I've spent the last 6 weeks studying anatomy and not because I'm trying to be a smartass) looks a little pronounced for a woman of her build. Usually you…
First i began sculpting the skull head, but not truly a skull, only the most important bones that will take more influence in the final fleshed head. Then over the bones, i sculpt the major muscle groups of the face to continue refining the overall face look. And the nose is there because i do this images when i just began…
Down to the wire here. So the previous import I did of BrewMaster using SoftImage broke when the last update came down. So I'm trying to import it with Modo SE but binding multiple bones to the model doesn't seem to work too well. I've gone through using the setup tab and the heat method but no matter how I tweak it the…
Ah, I see. I've tweaked my shader a bit now so that the vertex alpha can be used to control the falloff of the blending (0 or black = tight blend, 1 or white = soft blend), which provides a lot of variation fairly cheaply (and painting vert alpha is nicer than having to paint red for coverage and green for falloff, it just…
Nah I think you're good - did you by any chance follow some modder's tutorial from way back - considering Mudbox isn't 2025's choice for texturing anymore? Mudbox is fine for projecting images onto a surface, the only way I am aware of to make it better is to really dive in and learn about 3D modelling and projecting of…
The way I've seen weapons done is for the character skeleton to include attachment points, extra bones linked to the nearest limb bone. Then each weapon has a corresponding attachment point, oriented the same way. In the game logic, you instantiate the weapon and align its point to the character's point. Voila, sword snaps…
I love the attention to detail! the various tones in the bones gives off a very realistic weight to model. i think the sword could have a bit of a sway to it, I'd imagine at some point this skeletal figure had flesh and eventually discomposed. If that were the case the belt and sword would probably be more imbalanced…
Well, if it's required to show a lot of skin on a character to reveal it's a female, the artist have failed :p But the amount of skin that is appropriate I'd say it depend on the context. It's also a part of (western at least) culture. In general, female clothing usually highlights female features such as bust, shoulders,…