NeoShroomish: I always thought that mouse was more of this shape: I'm assuming you have one there since you're modelling it and using photo reference - if you want to get the shape right, just go to a side ortho view, and look at the real mouse... you should see it's nowhere near as long, and has more of a definite shape -…
wooo update! Thanks for the comments, Though i dont know how it would look like in a game engine, its not that pretty in the mayas perspective port :P but i like the blue lights, sharp colors standing out makes me tic :P, its just on a personal level ^^ As for the realism, i guess you cant really say it looks realistic.…
Great work on that Joe, the cape is beautiful. I love how you managed to get the nice fat folds as well as teh Y-folds. Too many people just make razor sharp tubes that never fade in or out. I'd say now, I'd do some larger scale lighting, where the shoulders are a bit brighter than the bottom. See if you can make it even…
Hey hatred, I think the tyres [not wheels] could benefit from some little white pebbles stuck down their centres. A compressor like that would be getting wheeled around on a dirty floor I'm sure and would collect a lighter ring of dirt. Also, the label is blurry and somewhat less sharp than the main texture making it look…
@SupRore Looks very promising, like chiseled in stone. I think your Sdiv is too low for that sharp details. @ Vitor I love the shapes of the face but the body is somehow disturbing, the arms ands lower legs are soooo thin! Making the chest and belly also thiner would make it more beliveable. @ Slipstream Nice work, but it…
Thanks JKMakowa, I went back and checked the concept, It's a challenge trying to walk the line between cartoony and realistic. I think if I sharp bevel some areas I can get the cartoony look back into it. I realized one of the chin loops was too far back, and spent some time tweaking the face. She's just about ready for a…
This is the most I can get out of mudbox on this computer. 213353 tris on screen... subd7 from a box. Should I be getting more detail/sharpness out of this polycount? Still kinda unsure about the subtleties of sculpting. Eyes still have a lot of issues, good call, mop -- this is just idle scribbling, but on my next serious…
[ QUOTE ] Nope, greater or close to 90 degree angles should have a separate smoothing group. Otherwise you'll get smoothing errors. [/ QUOTE ] Its best to not have 90 degree angles at all(chamfer). But if you have to then you should use the same smoothing group or you will lose any edge smoothing highlight. I say separate…
Havok: I see you're trying to go in and add really sharp details before you really have most of the model fleshed out, dont even *think* of doing this. Work out your lower levels and put as much detail into them as you can first, and be carefull with the pinch tool as well, it can create some pretty nasty geometry if you…
aniceto: Awsome work man, I'm becoming a fan of your work Looking good gir. I would work up the hair tex. a bit more. maybe some more broader vertical strokes and/or a stronger highlight up top. Oh and I would add another row of edges to her chest to soften the side profile. She's lookin kinda sharp atm. Very clean work…