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.
Check out the cut faces tool (Edit Mesh>Cut Faces Tool) . That should let you cut slices through all of the cubes, then you can delete the bits you don't need.
I really like them both! The face on the top image is great, could maybe stand to lose either the nostril plugs or the chin plug though as her face looks a bit busy with both. :)
Few minor adjustments to the face, thickened the nose,shaped the lips a touch and closed the eyes a touch, took out the detail in the eyes alongside a few minor nudges to the over all shape o the face.
Love the details in everything, great work! Something I noticed on the face study you can work on. Break down the face into different planes, this will help you render the surfaces better. Keep it up!
yea push can potentially warp it a little bit....the smaller the amount the less it should do it though. Just make sure that the face (or faces) that correspond to that area are as parallel to the the low poly mesh as possible.
I'm really liking the sculpt so far. The face is very unique and a nice break from the typical videogame male protagonist face. Are you using any photo reference (basing this off an actor)?
Are you also deleting the faces between them? Welding vertices doesn't work in 3dsmax if there is no connecting edge between the vertices (it works if the vertices are on a border edge though, no edge needed, there's no face between them).
Sure throwing more geo at it will probably solve the problem, or minimize it but I wonder if the face weighted normals would solve the issue? http://www.scriptspot.com/3ds-max/scripts/improved-face-weighted-normals
quick picture of the model's face that I'm currently working on. Haven't added a specularity map yet, just diffuse and normals. I think it looks decent enough for my first human face. c: