Hi guys. Here is a mace I made this week. I've used the Skeletor Mace (from Castle Crashers) as a model for this mace. I'd like to get some critics about this because I really want to do better. I'd like to use this mace as a custom skin for the Homewrecker in Team Fortress 2 but it's way too hard for me to put my model in…
Good points, and I'll be sure to give the face another try. And I'll try to pain in a bit of a transition for the face/hair. And I agree that I fail for not unwrapping the other half of her face.. I never thought about the hair dropping a shadow when I was unwrapping. I might just fake it on this model and make a HUGE…
I wanted to do something with a less faceted or mid - high poly look. And with some research I found that the Kratos model in GOW3 (2010) has 64,000 polys as a whole, with 5,700 on the face alone. For GOW (2018) the total would be 80,000. I just want some opinions/feedback on the topology in regards to the loops and…
overall i really like the look of this guy... could easily be the next bad guy race in the new game. apart from the above comments all i would change is.. giving more of a defined evil looking face.. wrinkles scars etc. and i'm not a huge fan of the way you have the face paint on him right now... think he should definitely…
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
I would like constructive cricitism on my recent sculpt. First I'll explain the process of my modeling in hopes that people can give feedback there too (like if I've done a certain step inefficiently) The character I sculpted is from Re:Zero Regulus Corneas. The main reference image and the pose I followed is here. However…
tbh, depending on what you're going for and what you're using it for, that poly density seems fine. Characters such as Lightning from FF13 have a massive difference of poly density when comparing the face to the body simple because of the close-up cutscenes. If you intend to make some animations and/or close ups of the…
Face, verts, edges and entire freaking objects. I can deal with the rest but the fact that Maya prioritises selecting unrelated objects over vertex faces on the object you currently have selection drives me to distraction. On that note, vertex lighting has a lot of issues which need to be ironed out. Vertex faces setup is…