Look good, the legs seem a bit stubby compared to the upper body, but that may just be how you used your polygons in the front, crotch area. 4 sided arms and 5 sided legs, am I seeing this right? Is deformation for animation important to you on this project or are you sticking with statues for the low poly?
Better than my first models. I would say shorten the arms, widen the upper torso and define the thighs a bit more. Here's some resources to look at. Polykarbon . fineart.sk (warning contains nudity) One more thing to do is use single sided polygons for the wings and alpha(opacity) map them
I'm not sure if it's the lighting or smoothing groups, but I see some strange crunching going on by her ass to leg seam. You might consider rounding her ass out a bit more and spend a few more polygons on it (considering how dense other areas of the mesh are), or fix that lighting somehow, it is a focal point.
I believe it's because mental ray has some troubles rendering SubD model that doesn't originate from all quad mesh. You can either refine subdivision and then try, or just use polygons instead of SubD by applying poly smooth to low poly model, or alternatively, convert the subd to poly and then render.
i usually create a curve with cv curve tool and a nurbs circle and then go surfaces > extrude. i have extrude set at: tube at path component profile normal curve range: complete output geomtery: polygons tess meth: control points then you will be able to control the mesh with your curve. hope that helps
CP:Incursion is looking for artists to come and work on our newest level, Streets! Profile ____________________________________________ Name: Streets Status: In progress Location: Munich (Central) - Germany Scenario: Intelligence has reported a group of well trained Mercenary's have been hired to do a bombing attack in…
Hey all, Maybe this can be a discussion. A recent response of mine to another poster on this site has got me wondering about workflows, time and efficiency. In this case I'm talking environmental modeling, UVing and texturing in a modular/reusable/hero + tiling/atlas/overlapping UV sense. I've read as many articles and…
I usually avoid sharp angles and hard edges by beveling/chamfering those edges, and going with everything smooth. It means more polygons, but less drastic gradients on the low poly shading for the normal map to compensate when baked. To further improve shading on beveled low poly models, I use face weighted vertex normals.
Here's a quick example, and an OBJ to play with. Just be aware that you'll get some warping if you try to go too low-poly with it. Whenever you try to use a square UV on a trapezoid-shaped polygon, it's going to show some diagonal distortion. The more subdivisions within that trapezoid, the less apparent the distortion…
This. Every polygon should have a purpose. I say exercise your art muscles first before you can build muscle. Start with small projects: head studies, anatomy studies, really observe, then tackle a larger project. Your model wasn't bad per se, but yeah keep going