the way you think about topology for film is different. specifically for characters. film creatures are roughly ~300k+ polygons = 600k+ triangles. you spread your density into areas that have the most deformation. the face, hands, feet, shoulders etc. that is assuming you are going to see all those parts move in camera.…
Updated the torso. The straps look a bit strange at the bottom, that's because I reused them from hands. I am going to cut them later in any way. The torso itself is not the most difficult part of the body, but sometimes it was tricky to make all the details fit good where it's many layers. Some close up shots to show the…
in most cases its gonna be fine, don't over think it. if you have a model with a ton of chunky bolts actually modeled all over the surface, cutting each of them into the underlying surface is going to be way too time consuming and will massively increase your tri count for zero visual results. clean meshes are nice, but…
I'm finding Houdini to be increasingly more useful for hard surface modeling with each release, but the workflow is still pretty slow compared to the software normally used for modeling. I really can't speak to how useful it is for characters, but while it does have a sculpting feature, it's doesn't really seem on par with…
Thanks for the comparison images, guys. That's really helpful - and cool looking models too! Adding a check box to choose which way the channels should go is very easy. Yes, I will add that to all my shaders. It's a handy feature - especially for a shader that's being used by several different companies. Solving the sharp…
Material definition on the 'retta is all weirded up. The grip shouldnt really "chip" up, removing a superficial colour to show an underlying one like that as it's plastic, At this stage I'd suggest revising your application of AO, adding some dust and grime (I'm not saying overdo it, its just that even "new" weapons aren't…
I've seen a number of scene's like this before and always think that, while technically good, they could always use a bit more 'mmph' to really grab the viewer. For your piece here I tried adding a dramatic angle to the camera and focus on the road. What's down there? Why are we looking at it? Who's bike is that? Are any…
I agree with everything Firebert said. The biggest issues right now is the strange shoulder separation in the front and back, and how you have it mesh in the torso. The anatomy of the back looks like you got the center areas about right but made up the rest. The clavicle is too defined at the bottom side (there is usually…
I've been working on this model for a while now, I mostly focus on hard-surface modeling, but I've been making progress in my texturing works, this model is kind of a sum of what I've learned so far, so I need some critique, any feedback is appreciated thanks.