The upper eyelit looks too "fat". It needs to carve in more, both right under the eyebrow and right above the upper eyelashes. And the front of the ear is too far away from the head. But I really like the way you did the nose and the mouth Maybe she will look older if you make the front/bottom/middel-part of the nose a bit…
there is no details in yet , like the upper eye , but i do think you are right to a certain degree about the nose .... ill look at more ref ... yes the ear loop thing is gonna be hard ...
He's not using Catmull Clark JK. 'Linear' smoothing in Maya is using a totally different algorithm which sort of simply doubles the amount of geometry you have. Messy. Thermidor, yeah JK is right. Tweaking the mesh after smoothing is totally defeating the beauty of the workflow of Model>Rig>Animate>Smooth.
STOP... am I interpreting your last post right, that you are editing the mesh after smoothing? If you are doing this, you should definitly NOT do this. Smoothing is basicly done as the last step before rendering (and in between sometimes to check the result, but always reversed afterwards). The subD cage should have all…
ok , im trying to model a head using just quads , tryingto keep it light , but some areas im finding hard to get the topoligy right , around the ears mainly... at the moment its Pure quads , not a triangle in it .. obviously there is details to add , but i want to get opinions on the basic topoligy before i start..
argh , i can node link , but scripting is right out for me ... the best i can handle is a simple expression. unless the only scripting is for making the front end for this , (the sliders) coz i can do that in the channel box ... ahh well , ill try and do without .. i think with sdk and bones that simulate muscular movement…
this is where i am now, it dosnt look like im having much progress , ive sorted out some areas that i didnt like , but things just dont quite look right ... im thinking of trying a different clavicle system ... does anyone know how to move the pivot point of bones that have ik attached, without drawing another bone ...…
i must be doing somthing wrong , when i setup the arm , i do it as scott says , but when there is and ik solver attached to the joints on the arm , its can only be twisted by the twist channel on the solver ... yes? , unless i use FK , in which i cant animate with IK easyly. Ive messed with using a defferent solver to the…
Thats interesting. Well, ordinarily, not matter how many tris you have in your base mesh, a smooth will ALWAYS 'quadify' everything. So this had me stumped. I finally figured out that you're using a somewhat unorthodox smooth algorithm that doesn't turn everything into quads. Youre using 'linear' instead of 'exponential'…