MM, even if it's wasted on him, it's not wasted on people viewing this thread. And besides, practice is always good. Your wireframe is actually a really clean example of character topology. I'm keeping it as reference, personally. I'd like to see it on the wiki, under character topology. It's a different sort of model than…
i really dont think you need more anatomical details or more textures. you just need more polish to your models and textures. think quality, not quantity. also, for these character i suggest you model them all in traditional polygons in Maya and forget about zbrush sculpting altogether. doing traditional poly modeling will…
you are welcome! i am glad it is helpful. regarding zbrush or maya workflow, it doesnt really matter as long as you get clean result. you have too few edges in places where they are needed and too much in some places where not needed. my example mesh should give you a good idea on improving that. for rendering in zbrush it…
Wow, this is the most detailed advice I have gotten. Thanks indeed, MM you are a real 3D benefactor. Ok I will admit most of the retopo aside from the head was really more so cleaning up the messy topology from the zspheres in sculpt. For example, I just cleaned up the tail and added a few more lines of geometry when I did…
See, I didn't reuse his, admittedly I did have it over mine a couple of times to check if I was getting the proportions and size right or making the edges hard as possible. I followed his example on how topology should be made and tried to recreate it that way. I fixed the sculpt I had based on his and made sure it was…