So I think I've done the high poly for the mech. EDIT: Added the bolts. xD (Though sorry if they're not that visible in the shot). I will have to find a way to reduce the polycount. One way that I discovered was by putting the smoothed model into ZBrush and using ZRemesher. On another note, I will have to find a way to UV…
@butt_sahib: Sorry if I offended you, I didn't mean to. I just thought you were being cheeky with the name! Nice work on the model! Good amount of detail for such a low poly count. The only thing that I could maybe critique is the way the eyes are shaped, I think it would look "cuter" if they were larger and more rounded,…
I change the pose, to more relaxed worked on 65k, avoid asymmetry. Searched form Form in the concept, I wanted to adapt. Did a sculpt in some idea of my anatomy from memory, but had to open the bammes for arms and back, I should train more anatomy. Take back all Fluffyness from body mesh beside the Face and Ears. Created…
Edit: after find out that my import from a lowsub div level with perfect symmetry (export to obj. and import from older version) and transferring the data from an older version was still asymmetrics. I did clean up the 65k in maya but with welding border edges and vertex target operation. I now have a clean mesh. ( make…
This month has been very fun !! @L.Rabat If you could push more contrast in there, it would look much better. The texture is done now. Wheee. Posing next, and then it's beauty shot time.
Hi everybody, i share with you the WIP of the diffuse body part. If anybody have any advice or critics i glady take them. Thanks for watching , Good luck and have fun with your characters.Body.jpg
Wow! people are bolting! some great work indeed. Here's my mech so far, still need the exhaust-looking parts. I got bored and had some fun posing it. at 7.2k tris. not looking forward to the texturing to be honest. picking up so many tips here by the way!
Huge improvement pyrzern! wow! :) Harrard: The UVs look great. But i reckon itll be more fun if the front werent mirrored ;) Fenyce: Yes why dont you 1- Smooth/average your normals (except the hard edges) 2- The mesh is triangulated 3- Cage is big enough and then try again :)