I don't like the rigging with max too :D :D You have a very complex character and I see still anatomy and edgeflow problems. I think it's too late to change these things, but I think that you want to make a complete work cycle and I see that you are working with passion on your project. Soo keep it running and finish your…
The Smooth Mesh workflow is basically the same thing, it's what we're all using for sub-d modeling in Maya. It's an inherent property of any polygon mesh (default hotkeys 1,2,3 to toggle off/both/sub-d) Essentially you work on the lowpoly Cage, checking the preview as you go. kodde, lol. OpenSubDiv does do that…
Honestly, unless you need to make like 100 very simple props in a short timeframe, I would not bother with this method. There are too many technical issues and too little control over the end result to merit the hassle of setting it up. If this is way faster than using standard control loops/sub-d, you should probably…
I adore hardcopies of artwork <3 I have digital masters Vol 5' (planning on back tracking vol's) All of Bridgman's work, Shepards too for anatomy. For personal fav's i have the How to train your Dragon artbook and for the oban star racers, theres a few others lying around the place ;D So thats a yes then, good good i was…
Looking super awesome!!! :D ! I'd love for the red guy's hand to come up in fear as the other guy is about to land the killing blow - A last minute attempt at a defence. I like the movement of the knife out of the guy's head, and the effort to try and get it out, but i think it looks a little cartoony to have it come up…
this look great start .. did you make a hipoly version for that for baking or just make normal map from PS ? your texture look fine , and you can chek out some philipk material tutorial :D they are very helpful if you are going to make more material work .. and use some normal map blending will make your piece look more…
@CatZcratch: Thanks for your comment, despite I don't get your point at the eyes yet :D . And I dont really have a specific reference, I picked a lot of ref on google and look at all of them to sculpt :D . @Jakub: Thanks for your crits, I've just refined something as your suggestion. And here is the new one. I've redefined…
I just want to chime in and say that I also have this "bad habit" of sub-d modeling hard surface stuff right away with more or less final detailed parts. I've never adapted the block out workflow for some reason. I guess for me it just feels weird to do blocky shapes and try to figure out how to develop them further…
I think this is a really cool concept!, but it doesn't feel like gears of war, the bottom kinda feels like COG armor, and if thats the case i feel it should be more worn, especially if the armor is scavenged or if this former COG solder has been turned into a locust The top armor i feel is to clean and neat, it needs to be…