the ribbon interface is not really executed the way it should -it's a eye-catcher to the newer folks are who are easier blended with such stuff (seems like autodesk copies in this regards from adobe who does a optical face lifting every new release in order to satisfy the amounts of money you have to pa....). What I…
Learn a real programming language. And there are tutorials for all kinds of objects, try those instead of trying to figure out how to model just from knowing how to place vertices and polygons. Oh and don't be scared by the interface of Max, that can be learned. And learn how to amuse yourself with alcohol and loud music,…
Well the main surfaces will be pretty easy. You can start with a box, and begin fitting the vertices to the shape of it. See the "how u model dem shapes" thread if you need help getting the surfaces. You'll probably wind up using subd modeling so you should look up tutorials on the basics of that. There's a good binocular…
Thx for your comments. The Polycount at the moment is at about 9200 Tris. I should also mention that char has not to be 100% anatomically correct. Mayabe I will correct the issue of the shorter legs after my diploma thesis, but at the moment i actually completed the rig because i tested the deformation with this. At the…
Its pretty simple, just turn on Local Transformations. (its right there in the vertical toolbar on the right of the canvas). I have it set to hotkey ctrl+L. Wherever you're brush touched last will become the pivot point. While MoP's method will work fine, it does raise the possibility of killing the symmetry beyond what…
Are you using MAX? Such a high-cost software MUST have a way to go back and edit your mesh without screwing up all your work. I mean, even Milkshape doesn't screw up when you add vertices after UVing and rigging. If MAX really couldn't do that I'd expect it to have nowhere near the market penetration it has now because…
This is definetly something every texture artist should keep in mind. Although all the math might scare off some artists. With the HL2 example, if you just keep in mind that a 128x128 unit poly square uses a 512x512 texture, then you can just go off of that for all the textures. So a 64x64 piece of geometry would take a…
Something that may be making that head model look less feminine, is the lack of smoothness. All those ugly wrinkles on the forehead and some on the cheeks, are giving the appearance of an old man as opposed to a young girl. Since that mesh looks like it's been smoothed, I wonder how the control mesh looks on the forehead -…
Welcome to polycount, fella It's a nice model you've got there, and I agree with shotgun on the neck issue. You might want to resolve the >----< edge flow around the front of her stomach so it remains 2 edgeloops- that way she'll deform better You should be able to take out some detail in the face and you won't really…
I think the hair may give you problems where it's framing her face. I think you'll see too much of the "sides" of the polygons rather than the main surfaces. You'll be able to see inbetween the hair layers too much, showing that it is in fact just a few layers and not a full head of hair. You could relieve this problem by…