I get what you're saying here, but i think the flaw in that logic is this: A. Item isnt complex enough to warrant HP BUT B. Simple objects like this should take next to no time to create the HP for, so you're not actually gaining much time by trying to fake the same thing with just a bump map. A painted bump will never…
No legs is valid. It's the sugeon barbers knock. Chunk - You've never seen Roger Rabbit? Pretty prominent in that. Congrats by the way, I do believe I saw your name scrolling up the end credits, along with Ian and Matt, and a couple of other guys from R*L too. Mild spoilers I could go into a long discourse on my thoughs…
Looking good for a first, but I'll hold you to a higher standard =P Crits: - Starfish Fingers, they taper too much, too fast. When you rig and animate the finger tips always lose some bulk, and starting with tiny pointy fingers will ensure you lose the first digit when the finger bends. Give each section of the finger some…
Try em both. Most people get turned off to animation at the rigging/skinning phase but don't start there. That takes another skill set and if you're an animator the technical side shouldn't be your first concern. Creating realistic believable motion should be your first. Honestly, start with a bouncing ball and the 12…
Nice detailing! I think the overall proportions could be pushed a bit, though. The belt and thigh plates on the sculpt seem a little bulkier and softer-edged than what you had in the concept. I would try to conform those to the body more and crisp up some of the edges. Also, the thighs were slimmer in the concept,…
Well, the head is looking rather flat. There is a total lack of bone structure underneath the skin which makes the piece look boneless with a bad silhouette. The human face is 70% defined by the underlying structure - the skull, then fat deposits and lastly individual features. The first thing you should do is study facial…
currently I'm trying to polymodel human faces without references.. and in particular I'm struggling to understand how to connect the following fascio, if I do connet it stright on, making a bridge withing the nose, I think that I do increase too much the polycount, also for some reasons it looks wrong, any tip?
I dont get your argument here perna. Both methods if done well will result in a good tyre, but modelling flat is far more intuitive. I hate disagreeing with you because your scarily good at being right all the time, why are you so against deforming a flat model? personally i would do this by modelling it flat and path…
Have you considered giving your low poly models more definition. The pieces look flat to me and all of the nice normal detail is waisted when you undercut the amount polys you us in the model. The scroll model for instance. The bottom of the high poly has a really nice tapered look but the low looks like a straight flat…
Like slosh said, just have all the thumbs link to separate pages for each character. That super fast scrolling down when I click on a character is really annoying. About the presentation: - For each character show a posed beauty shot, a wire shot and flat textures. - Never show unfinished work on your portfolio. Now about…