Looks really well weighted, especially the chest shoulders and arms. However the hips and the feet might need some work? I noticed some pinching you might want to see if you can minimize, but in those areas it is going to to be hard without changing the models mesh?
another minor crit: if you look at the top front facing edge, near the corners, there seem to be 'pinched' detail that protrude outwith the profile of the surface. this kind of indicates that the barrier has gained concrete in those areas? perhaps its a mould defect ;) but I think it looks odd.
[ QUOTE ] Again, what are the letter designations? Sizes? Why not just say 9x12, etc? [/ QUOTE ] They go by the international paper sizes. inches A4: ~8.5" x 11" A5: ~6" x 8" A6: ~4" x 5" millimeters A4: 210 x 297mm A5: 148 x 210mm A6: 105 x 148mm Wacom won't use inch measurements because they arn't exact. The A* paper…
don't worry too much about getting everything how you want to be in the final product, its a lot easier to tweak and pull in zbrush (in my opinion) than in a standard modeling app. just focus on getting somewhat evenly distributed quads, and you'll be golden. the way it sits now, your gonna have some trouble with pinching
I'm cracking up! Well, I'm making groundcrack patterns to use as a base for decals. My plan is to use the pattern and draw on top of it. https://vimeo.com/202415468 I also added some beveling and pinching if you want more cartoony, rounded shapes. It also has thickness settings if you want to render it out and use it in an…
An example with a bit of Googling http://www.3dbuzz.com/vbforum/showthread.php?124279-Basketball-texture&p=1425506#post1425506 You might try making a quad sphere (so no pinching at the poles) and tiling a small hand-made map across it. I don't think anyone's going to complain about bumps not lining up perfectly with the…
@rock as belkun said make it thiner ,it's way to thick .If you want to make something that will look realistic i sugest you using the orb cracks brush,it's making a very nice shape combined with pinch at the endis to make it sharp. also you can try some custom alpha with the dragrect stroke. after all is a good start :D
The first thing i notice is the line/pinch along the contour of the lip. Almost looks like sculpted in lip liner. Smoothing the corner edges of the bottom lip could rid of this. The bridge of the nose is pretty sharp too. I'd Soften that to give it a more smoother transition rather than a harsh planar shift. Good progress…
I see what you mean about the grip the ridges should also probably have a sharper pinch. The problem is the colt python seems to have loads of different types of grips depending on the manufacture. I think some more research is needed. I recently started re-doing the frame but I will post wireframes as soon as that is…
Cranking on the highpoly tonight. Trying to model fast and smart and not worry about pinches here and there. I know i'm going to be bashing this up a ton in zbrush so the surfaces can be a little gross for now. Posting this pic i'm already noticing loads of errors, weird how they only jump out right as i'm about to hit…