I see some weird pinching around corner of the shoulder "ball" area where it changes from a bigger rounded shape to the inner shape. Once you throw a spec on her and tweak the textures some more, like really differentiating the power suit underneath (yellow) and the varia suit on top (orange), it should be spot on.
Very cool, seems like it follows FunkyBunny's character tutorial, I wanna see how this turns out... Also you have some issues on the arm, look at the highlights on the tricep area: theyre pinching. And the elbow pit, the transition to from the bicep to the forearm flexors/brachii needs some tiny work. Keep it up!
Reminds me of lord of the rings :D The pinching on the nose is really distracting the clean nice shapes of the rest of the helmet, seems to be a new thing so maybe its an error or something? Also, love that its a thumb head XD What does it look like on the actual base mesh from the game? Looking forward to the knots!
I would check some anatomy and try to figure out the balance of form between the arms, shoulders, and hands. I can see alot of issues in size of things. I would also check into bicept anatomy so that you get that nice pinch where the upper and lower arm meets as well as the elbow form.
Addressing your concern with poly pinching earlier...if you're using max you can prolly play with turbo smooth and even the edges out or in Maya the soft edge settings...seemed to work with my cars back then... Other time when that issue has otherwise, it was because I forgot to weld the verts. Try it out.
Redesigned the main thrusters into cylindrical shapes instead of the previous design. The style fits better with spacecrafts that are smooth/curved, utopian and clean (both physically and ecologically). This makes more sense since the thrusters will be Ion thrusters rather than regular afterburner types. New thruster…
Dat floor! It looks great bugo, one thing though, the horizontal straps on the flags would likely cause some form of pinching in the cloth especially because they wouldn't be taught. Just having the vertical straps would make more sense. But man, it looks great.
Those grooves on the actual rocket are probably gonna bake better (and look more like your reference) if you softened them up a little. There's also some pinching but i guess that doesn't matter as much since the rocket is gonna be the furthest thing from the player.
Here's my first pass at the gauntlet. Now I realize how important it is to make leather appears like leather, and cloth like cloth... While I work more on this, I'm going back to the cloth pieces, and run some pinch brush along the folds.
All quads are triangulated during render time or when bringing into engine so those tris are fine. you really just dont want tris to be anywhere deformation will be happening or on curved surfaces. where the tris are in this model is fine because they are not creating any pinching problems.