A test head for a facial animation thing a programmer friend and I were working on, that didn't really go anywhere. Wanted to post it so it didn't die in obscurity on my hard drive.
Th front person, her arm is hard to make out. Here front arm is tangent to here back arm, makeing it look funky~ Maybe thicken the lines to give it some depth?
My sculpt so far, everything still needs working into pretty much but I got some hard surface work planned all over the place to break up the silhouette aswell.
Jeremy, if you want the orange paint to stand out and shine more you should make a glossiness map as well, could be hard to define it well with the purple skin only with a spec map.
Reading the Racer445 tut on next gen hard surface got me inspired to do a brief texture practice, I'm not sure about the paint or the emissive details but I'm not quite sure how to improve it.
meshiah tacit math Wow awesome stuff guys!! :poly142: Some shots of my Flash girl for comicon,high poly hard surface model,maya screen grabs,sorry for the size :poly122:
Mr. Mishu, very impressive LP work! Really shows that you don't need crazy much cuts and hard edge splits everywhere to get it to bake! Way to show you are the master! Awe!
WIP Olympian, not sure which direction to push the textures though now, sweaty athelete or grunged up/hard worked peasant type thing, either could be cool. 5k tri's 2k maps
the topology is awful, those poles on the forhead and below the nose are really, really bad, will produce shading errors and will be hard to animate right without bumps- if this is for sculpting it will be fun working around those poles :X
Quick sketches for finding good proportions. I plan to make some colossus/golems for my game based on a common skeleton. Its hard to get various monster in the same theme with the same type of bones.