OK here is the presentation shot I was working on maybe finish it up, and it will give me time to make decisions about the face this way the face is covered and doesn't matter at this point btw which one is the "penultimate image" ?
Love the feet and horns so far! I personaly like the beak-like face (1) more but for a charger a flat face would feel more accurate I think. I´m eager to see it colored!
hey Chaoselite, look like some faces in your mesh have a different smoothing group assign to them. Make sure to use one group per UV island. Its either that or some faces are flipped.
Hey ZacD, It's intended for a first person view. In addition the gun opens up so you can see a lot of faces that would be back faces other wise, so that up'd the count as well. Ciao, GB
Looks like those faces are inverted. Select the offending objects, then right click, go to object properties, and check on "Backface cull" If they disapear then they are facing the wrong way. In edit poly > poly mode, there is a "flip button" that will fix it.
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So Im going to start the reading and video watching asap for the project im working on with per zbrush. I still want to clarify a few things. Does the object you import into zbrush need to be one mesh? Meaning no separate parts? In example shoe laces on a shoe. Now, if Im planning to make a additional low poly version of…
worked on the face a tad and have put in some work on the helmet @wenglish No idea what the face lines are actually supposed to be for. My head cannon is that they help integrate the helmet with the dude @jose.fuentes Thanks Man!
Face proportions could stand to be longer. Right now, I don't buy this is an Eldar's face given how close the eyes are to the nose. What are the layers you got working on the white parts of the armor?
Cheers chrisradsby! Added in some details, watch chain, pouch and head necklace. Next up is detailing the face and wear and tear. Also gave some temporary colours to her face just as a test.