i can tell you now that your proportions are messed up, and that the face is really really flat. that is, if I'm seeing the character right; a human with a ninjaesque mask, like zub-zero right? here's something to help you out with the profile of the head: and check out this image (and google) for some help with proper…
I don't get what you people are on about...seriously.. 46 MILLION POLYGONS? I have a nvidia 9600gt, 2gb ram, 2.98 ghz cpu and I struggle with 1 million. Are you kidding me? Do you have a super computer? I've never even heared of 5 million...what the hell..
Awe-some. But the jagged head is bringing down the entire thing. Smooth it. For the love of god, smooth it out. Working at this level of detail, there's no excuse to not throw in the extra polygons to stop him from looking like a conehead. Aside from that you could put in a little more variation in skin tone around the…
Very nice work, Superb 10/10. +1 thumb up! The mesh is very clean and the UV maps are very well optimized. It's very weird and difficult to see this kind of work behind a model nowadays, people tend to waste more than a 60% of the uv space and they don't care about technical aspects about polygon use/optimizations.
Hey Jozin, it feels like you missed a point by Kanga, which is that you have sculpted your primary and secondary forms with to many Polygons. You should have worked at a lower subdivision and captured the shapes of your reference that way as right now the end result looks blobby and quite messy. The details look alright,…
I'm not sure if it's what you meant with welding, but I think I've worked it out by uh... Deleting the troubled faces and redoing them with Append Polygon, after doing so they're right in place. Even if it wasn't what you meant it did give me the idea to do so, so either way thank you so much!!!
Ok I asked because I made a shape in 3dsmax for a creature and I tought I could do stuff like horns extrusions and other bigger features in zbrush , but when I elongate them they result in less polygonal density ... may be I shoudl work them by adding density with brushes over brushes in those locations ...
Uploaded with ImageShack.us thanks for the upload man ^ Uploaded with ImageShack.us update, Poly count is 1984 polygons. Im at the library doing practicing 3d, studyed up on turbo smooth, wich is what Ill try and use on my next hard surface model. Im still working on the tank as well FYI. Eventualy I want to do an…
Zbrush 4R7 added a Zmodeler brush which sort of work like other application's polygon modeling tool. Paul Gaboury is the master of this tool. He has a workshop Zbrush4R7 Everything you need to know with a side of mech. Here's 1 of his student's work.…
I personally would take a step back and take a good look at his anatomy. Try to find some solid anatomy reference and work from that. Also, that hair on his arms is using a lot of polygons for no apparent reason. Not sure what your goal is but I'd iether use way less or take a look at "hair cards". hope it helps!