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- To get rid of the general "blobbyness" of the model go down some subdivisions and really define the shapes and muscles at low subdivisions level. - It looks like he's pouting because the upper lips should actually cover the lower lip (check references) - The inner part of the clavicles should be tighter. Haha, I don't…
Sculpt out the forms and proportions as much as you can at lower sub-d levels, as subdividing too much too fast will make it look blobby and lacking in definition; this is the same advice you would get from anyone; the stencil'd noise might seem cool but it doesn't hide the lack of anatomical definition - a common mistake…
Thx for your comments. The Polycount at the moment is at about 9200 Tris. I should also mention that char has not to be 100% anatomically correct. Mayabe I will correct the issue of the shorter legs after my diploma thesis, but at the moment i actually completed the rig because i tested the deformation with this. At the…
nice work there! and the NATO colours are spot on! i've never seen a CG artist get the colours right before. the best way to get models done quickly, is to prepare. knowledge of your subject. in military modeling, if you know all the details, and where they're supposed to be, you'll automatically do a better and more…
Looking great, You got some great flow going on in your paintings and fluid lines in those anatomical studies. :thumbup: I'm not Alex but here's what I usually do. It's a bit hard to see the composition if you start with soft brushes. I would start with hard brushes and for blending i would change opacity pretty often.…
Thanks guys... that seems to have done the trick - I bow down to your anatomical knowledge Shotty - Im still not sure I understand all those lines on your paintover though!!! Here's where its at now. Hopefully fixed the proportional issues and tweaked the 3/4 and profile views. I thinks Ill smooth out that bulge where his…
I'm not entirely sure how appropriate my question is for this forum, but here it goes. I figure before starting on a 3D animated character I'd start with my references. And for my references I'm starting with the skeleton. The character is meant to be a bit stylized and is only six heads tall. Aside from that, there aren't…