well for starters put some ears on there, even if its just rough ones. its hard to tell what's out of place when theres parts of anatomy missing entirely. that being said I think the eyes are too far apart and much too puffy looking. eyeballs are usually pretty deep set in the head.
I think you've taken the color in a pleasing direction, but part of me will always be interested in seeing him in orange, like some of your reference material! The vibrant, orange accent on the scepter is a nice touch, at any rate. I wonder if you have any plans for the pants, the color of which seems a bit close to the…
Character Update. I fixed the silhouette a bit. Enlarged the feet. Added more definition to the calfs. I better defined the knees. Fixed a issue with the shoes and added a slight dent on the inner part. Adjusted the inner thighs, and moved the legs a little further apart. Straitened the legs. Changed lower leg plate to…
Toasty, I would rethink the cherry blossoms because I immediately think Japan, not China even though they do grow in China. "However, the most famous cherry blossom parks in China reflect Japan's brief occupation of parts of China during the first half of the 20th century or the donation from Japan thereafter" (from…
you mean your dragging a "<ModifierName> Modifier" macro from the Customize User Interface onto a part of the UI? Most of them have icons, but I guess you talking about 3rd party Modifiers which might not. You can right click on the added buttons and select "Edit Button Appearance" and select an icon.
YES!! i was trying to tell rockstar about this the other day.. i couldn't find it on the internet.. holy crap its soooooo funny.. my favorite part is when the one guy says.. " can you believe we get paid to do this?" hahahahaha i almost crapped my pants.. this is by far the greatest of all commercials.
It was a privilege to work with such a great team on this and it was exceptional to be able to re-visit and revive a game I had loved so much before. Gears was very interesting since a large part of the style came from the smart workflow the original team had applied while working on the game. We couldn't simply replace…
It is indeed an improvement @Donkey_Kong. Here is how I would approach this next: 1. Pick 1 shot that you will use to prove out the whole process 2. Add a placeholder character as reference for scale. You can use metahuman to get something close. 3. Use it to better understand if you got the proportions right. For that you…
are all the details of the clothing (belt and straps) sculpted as part of the same mesh as the shirt and pants? if thats how it is, id say remove that and make them separate objects. generally if its a separate object in real life, it should be in 3d too (for a high poly mesh at least), but for your character it looks as…
you can do it in zbrush by dropping to the lowest sub D, masking everything apart from the part you want more dense, then ctrl+D subdivide it obviously not the best solution for a fine piece of technical modelling, but ideal for organic stuff perhaps you could always do it that way, then manually clean it up afterwards