They are defining the flow of edges. You don't have quads, you have one huge multi-sided ngon. More than likely the flow of hidden edges is pretty chaotic you might want to define/create visible edges that stick to quads or make sure to flip the hidden edges around so they form tri strips.
i have question regarding matrices in MEL. i want to store vertex color information for a mesh in a matrix. as i don't know the size of the matrix, i need to query the vertcount, which will define the dimension of the matrix. somehow MEL does not support variables to define matrix sizes like this example: int $a = 1; int…
Regarding the face: * Masseter muscle needs to be defined. * Bony landmarks are too soft and muddy (https://www.artistsnetwork.com/art-subjects/portrait-figure/how-to-draw-bodies-lea-colie-wight/) * Zygomatic arch needs definition. Check all your bony landmarks and make sure you're defining them. * Brow volumes are not…
hey man, that bat is looking really awesome so far! the only "critique" I have is the hair, and how it looks a little blobby at the moment... but you said you were going to define the fur some more so that isn't really a big deal. really cool design, cant wait to see it more defined and textured!
I like where this is going. What bothers me is the blob on top his nose. Try defining those a bit more and get a decent reference to see where are the wrinkles will start from and how would they develop. I guess you can define a bit more everything else too. It looks like a solid start.
Thanks Guys! I am now defining my modules and here is a first selection. They will be done in Max and ZBrush and get the same Substance Designer network Material I used already for my wall textures. [FONT="]And here is a more defined block out of the Throne room itself before it gets destroyed.[/FONT]
Luke003: I definately agree with you on this, shes a cyborg so her body isnt muscular but because of her robotic body she can handle the weight of her arms. The eyes are definately gonna be tricky but thats the next thing im working on after the body. Next update will be very soon Pls crit :D thx
Most important thing, which is hard to define, is the flow of edges. An experienced artist can tell right from looking at a mesh that the edges are crafted to follow and define the surface as good as possible. Beginners have trouble seeing this and have their edges do strange things. I don't think this really applies to…
Thanks Adam :) , I was originally thinking about using NURBS in Maya to define the initial shape but decided to try plane modelling first. If all else fails I will head to maya to define the hull there, may just finish the entire model in Maya from that point though I am much more accustomed to Max :)
Yeah, I've heard that a few times before, and I'm definately gonna follow that advice! However, right now I'm quite busy looking for an internship and finishing up the last course at uni. But after that I'll definately fix it. Either fix the organic parts, or leave them out and just show the armor. Thank you!