Try a texture overlay in an above layer. Concretes seem to work in most cases:D More directional lighting would also be a good idea. Right now your lighting is painted sorta like a bump map, where the raised areas are lighter and the receding areas are darker. Try to define your forms according to a stationary light…
Hey, you can make your own brushes. They're just black and white images that you then define a brush off of. The shape of your holes is a little odd, though kind of gives it an interesting look. I had expected the hole to make a more even bevel on each side. i.e. 3-5 pixels in from each bevel.
hmmm Maya handels "smoothing groups" in a very different way. It more or less only defines the hard edges not the area that should be smoothed. I havent tryed it with FBX yet but I´ve asked around and we don´t think that that will work either but you can give it a shot. I guess you´ll have to do it manually.
Wow thanks for all the comments, agreed guns definately need a touch of colour, Thanks!! Also the normal map I generated is a tangent space map (mostly blue), its just when you show normals in xNormal it displays it as a world space map in the viewer for some reason!! Heres another creature I've been working on:- render…
I love the concept, and the mesh is looking solid. One thing that bugs me is the ankle area. You have a heavy shoe and these heavy calf components- the ankle just looks terribly vulnerable. Maybe make the shoe more like a boot- have it cover the ankle some. It's a nitpicky thing, I guess, but it's a definate eye-snag for…
1.) rotate the view so that you can see the front better 2.) right click in that viewport and click "quickslice", you will see a dashed line where you can define your cut - make it at the 1st 1/4 of the model and rightlick to apply that should add a splitloop (easier though with polyboost, max2010 or some custom script)
The jawline isn't very well defined, and fixing that up could help solve the problems there, also, the front of the ear should connect with the side of the head better. it might just be the angle but that face is looking wide too. That said, I dont know that much about head modelling so I'll let someone with experience try…
Than gauss. Much appreciated. ATM ive had to stop working on ratman,and do a high poly character for an assignment. Ive done like 4 so far. Its so hard to define the jaw line on people so that they dont look really fat. P.S - gauss: 2 more posts and your post count will be "1337"
Obviously any critiques are welcome, especially paint-overs... To do this bust I have been mostly looking at pictures/doodles from andrew loomis so I can get the anatomy right. Also I've noticed I lose a lot of definition in the smooth shaded views, whereas the none-smooth version is quite defined. :S
Heres my first attempt at a character model, and playing around with zbrush. This definately makes my life easier though! <3 Zbrush! Crit crit crit! I already know its really symmetrical and it needs work in a few places, but overall what do you think? sorry the staff sucks so bad i plan on working on that more later Jason…