Hi Bagelhero! I think your designs are cool, but the faces you draw tend to be very similar, both male and female. As a result, your male characters are often a bit effeminate looking. On the other hand, your female characters tend to be a bit mannish. When you compare your facial divisions versus the average ideal, you…
wrong :x Even if it's a crude concept you really should have something to refer to. Is this going to be a normal mapped character? If not you're way too high poly. Even if you smoothed it just to render, that's pointless because it will never look like this your leg joint starts are so small I'm pretty sure it will be…
The image explains exactly why this happens. The lasso always cuts straight through the object to mask both sides. It does this regardless of the symmetry axis, and uses the current screen view / orientation. So when your object is rotated ever so slightly, it changes where the mask ends up falling on the back side…
i think it looks great, nice low poly mesh, the thing that stuck out for me was the skin texture mostly on the torso area, it looks very flat to me when compared with the head. The skin on the head looks great, not sure if its because you have more texture density on the head. Looks great, my 2c
just a little update. was having some weird geometry issues with his head so i just shaved his head down and gave him more of a helmet of armor on his head... dunno if im digging it as much... i might redo it again. need to fix the wrinkles on his hand. I kinda went nuts there...
Too tall, in my opinion. The torso is really throwing me off. You can deviate from the norm by a half-head or so but 2 heads taller is too much. Also definitely change the head shape/facial features. Remember that you have to impress and please a client and not about self-indulgences. Comparison. Good luck.
http://www.placidchaos.com/AM/index.php/2006/02/21/andrew_loomis I highly recommend loomis how to draw the human head. His heads are awesome and in the book he breaks down many different techniques that will greatly improve your understanding of how to construct a head. The best part is the books are free. That, and…
Hi people, I need some crits on the way i have re-topologised my sculpt. I was told to have the head model animation friendly so i spent most my time looking at different methods of topology on head models. I will post the image of the head model with its new topo, please crit or recommend me some sites or other material…
Subdivision sketch: Hemispherical helmet. This is a brief look at a few basic strategies for routing topology around cut outs and panel lines on spherical [and ellipsoid] surfaces. Note: there's several different ways to structure spherical geometry. Since this write-up is specific to basic subdivision modeling only basic…
Pre-prod is about two things. 1: establishing what you want to do. 2 : confirming that it will be possible to do the things defined by point 1 You should exit pre-prod confident that you know how you're going to do the things you need to ship the product. You don't need to have set everything up but you need to know what…