@Alahyla aw I like the way you modelised :) @MrBFox I'm curious to see what you'll do in the end. Watch out for your textures, we can see artifacts and deformations, on the windows especially. I keep working on my scene, here is an update: ZBrush and texturing part (began with the telescope and the carpet). I've modified a…
Thanks for the reply. I was using a second persp camera for awhile but I figured out what was causing it. The problem was isolated to a preps camera attribute called shape/center of interest. It also had a float error value. I had to change that to 1 first, then I could modify the translation to whatever I wanted without…
Looks interesting so far, you not going to create a high-poly for detail, or you just going to painted receses and highlights in Ps? Btw when showing a non-wireframe shot, try use a symmetry modifier instead of mirrored geometry (I'm just assuming you're using 3ds max!), I find this helps smooth the seam running down the…
@Larry and @jewski-bot Thank you for your tips. I will put a character base mesh under the helmet to test it out. I will also model some more details. The texturing is very simple indeed, just simple smart materials modified them in color and curvature... I will remodel it a little and then go back into SP and put some…
.CSM: He is quite of a nice guy, you know! But yeah, he looks really innocent on the previews pics. It's part of the concept as I want him to look worried and scared. I will work on his expression and features to give him a bit older aspect though :) Today's update: added somes details and gave him clothes. Slightly…
This and You could build yourself a library of noses, ears, eyelids & lips, then you can position them around a skull (free online or block it out yourself). That will take a lot of guess work out of the equation. Using FFD modifiers will help you shape the volume of the features pretty quickly, when you're happy with the…
@Magihat Awesome feedback, thanks a lot for taking the time to overpaint/explain. I modified stuff accordingly, and it looks way better now obviously. I am satisfied with it for the moment so I'll focus on the rest! So yeah, here is a progress shot, I probably won't be able to work on it until this Sunday, so I'm posting…
My two cents is that the whole mask needs to be lengthened a bit, right now its kind of more or a box shape and needs to be longer and more rectangular to fit the face. You can see in the refrence you gave how much longer the mask is then yours. This is an easy fix, just add like and FFD modifier to the stack and pull it…
Still busy with other projects, but found time to update this. I modified the helmet for the final time to fit, it's based on the concept art I posted, and the shape specifically on a concept piece by pior oberson -- http://www.pioroberson.com/ -- concept is about halfway down the page. His work is so amazing, and I loved…
So does that mean it's back to using support edges like non-identical tangents require? Unlike something like 3point shader/modifier that syncs the tangents up identically and doesn't require as many support edges? I understand for tessellated meshes, this method is a substantial benefit that doesn't require tangents. But…