Looks pretty cool! Some of the loops does not seem to do a whole lot though, so you could probably optimize it a bit more. Like here on the hair for example:
This remind me my childhood. There was an extremely dark and bloody book based on Estonian folklore. An image for example: http://img3.nnm.ru/3/b/9/2/2/3b922f01860151e674d3425c00fbe019_full.jpg
I've mostly been working on making the props for the scene lately. They are in different stages tho, some are still in a blockout stage (for example the Modron) and some are ready for high poly and texturing.
Ubisoft distrtibutes development of its games across multiple studios - The Division is no exception and is being developed across three or more studios (another one of the being Reflections in Newcastle, as an example).
I agree HP, but I think it's necessary to keep it grounded in reality and believable. For example, think 'what would be hidden underneath this panel here?' or 'what is this little vent/indent for?'.
Is there ever a problem with unit differences? For example if I model, rig and skin a character in centimeters and a buyer wants to use it with another character done by someone else in inches? They wouldn't match.
very unrealistic check some refs and work off of bodybuilder faces like Branch Warren for example [angry face] also way too uniform and blobby facial features
Here is the example of baking fur to the flat surface. [img][/img] [img][/img] [img][/img] Sorry just got instruction that I shouldn't show those images yet.