I created only the torsos shilouette in ortho. adn several cylinder in top view. Then I went to perspective and started dragging the verts. For my case I think I can't add more deffinition with the given amount of verts. I could refine it now but first I'd like to stick the parts togeher, or at least prepare the torso for…
are you aiming for a mesh that can be sculpted? or just making low poly only? either way i guess my best advice is to strip it right down, remove about 1/4 of the edges that are there, and focus on giving him a big bold silouhette. once you've got that most basic of forms down, you can start refining. remember, try to make…
That last image you found is a beautiful example. You can get so much info out of it. You can see how he uses flow and edges to define forms. Where the mesh is denser or lighter depending on the detail needed. It's a beautifl example of sub_D modelling. As for your model. I've been keeping track of this thread, and your…
dude, they are all wrong. Look at your own hands, when you relax them. Notice how the thumb is below the rest of the fingers. Also, they are all boxy and weird. Redo them. Also, that mesh is not something you would want to sculpt. You want evenly sized quads and you dont start with defining muscles untill you are…
You used arsh's model? Is it downlaodable somewhere? A link would be nice Neox. I can't quite explain. I heard it in a tutorial and here on the forum it has been mentioned too. It's cuz of the normalmap baking I think, preventing seams. I think it was something about that. But I mainly used smoothingroups here to define UV…
I know all of that, hehe ;) As I said in my other "Yet another newcomer" thread, I'm with max since 1 year now and I think I know most of the tools necessary. I should realy have a basic understanding how to create a model, forming a base mesh was obvious but I hoped the traceing method would be faster. If youre intrested…
Thanks fro the comment! My problem with the ref above is that the lower arm is "weld into the biceps" changing the edgeflow a full 90°. I were not able to translate that into a straight arm. It seems more and more obvious that i should start with a easier model. So what would you people suggest? Shall I take my blocked…
Thanks for the input Vig! Yeh I notice that there is way to less detail for the hight poly ammount. I gave it another try (see post above) but still can't get a decent result. Cleaning up isn't a bad idea, graphites "build end" should do the trick. I somehow got the feeling that with simply adding loops and "pinch-ing"…
Yeh, but I wanna subD it later on, and if i keep the tri count low I got lesss work refining. Yes, noobs should just practice and not worry about such stuff, but... ye know. That lowpoly hand is actualy harder than expected :o Did he campfer verts for the fingers?