The wrist joints look really large, almost like he's swelling from an injury :D If this is part of a stylisation choice then the wrist's thickness will likely need to accommodate the size of the joint bones, but the fingers look great!
It's looking good. One thing I just noticed though; the plates on her knees have no depth to them. You should add a shell modifier or something to make them look like they're not paper.
well the card has 3 fan's but I thought it was a little bit too hot for the short time and the case shell where you open it was also quite warm... which is the part I didnt like
@leleuxart yea they are one sided but i have double sided ticked in the mesh properties. I have also tried adding a shell modifier to give thickness to everything and i still get the light bleed
Thanks Stephanie! I think you're totally right about the table. I could always cut in geo for all the shells to give it more depth instead of letting the normal map do all the work.
Nothing wrong with that, but if you're targeting a game engine then you'll want to eventually combine your UVs onto one sheet before export. Make sure that after combining, your UV shells are scaled uniformly.
...not when it's the same edges as your uv shell borders, though, from what i gather. mesh gets split here at render time anyway. ah bah, ninja'd by an earthquake. there's a japan joke in there somewhere.
Wait, I think I understand. The cylindrical part is to encompass the high poly coil and the strand is the cord coming for the coil. Is that correct? I'm a little confused on how the strand would be circular though, even with a shell
Thanks. Nice after you boolean the spline did you add a shell modifier? I am gonna try to make a complex shape using that technique when I get home. This is really helpful.
Did some UV tweaking to get a bit more space out of my shells. Mostly though, I've added the upgraded wings, spikes, and blades. And some shots from above, closer to the in game camera.