i dont see much to comment on the skeleton. but i think the real issue is the model's posture. right now it looks like she is pulling her arms back which is causing the clavicle and entire shoulder area to push back a little and also making it look like her chest and ribcage is pushing forward. the spinal curve also seems…
While the diffuse is there, there's also definitely a specular (or similar) term and possibly even a normal map in places contributing to the look. You can really see both in some of the screenshots in this article:…
While i think it's kinda cool that you've gone for a more realistic take on the character, and looked at some Inuit women as reference, i think you've pushed too far and lost the essence of the character herself. You've made her head about 50% bigger than it should be, she looks like some sort of goblin as a result. Her…
The neck seems to be really pushed forward. Path out where his spine is and you'll get a better idea of where to place the neck. The ~3,800 polygons you used on him aren't contributing much to his silhouette. A lot of it comes from experience, though. The less polygons you have to work with, the more you'll see where to…
Repeating what I said in my trip thread... [ QUOTE ] OK, up in Canada. I had a rather amusing experience at the border I'll tell the cannuckistanians about first and then tell the rest of you. Currently no wifi that I can leach off of here, but trying to push the relatives I'm staying with to get a broadband connection…
Milage: ~1175 (forgot to check before I did more driving ) OK, up in Canada. I had a rather amusing experience at the border I'll tell the cannuckistanians about first and then tell the rest of you. Currently no wifi that I can leach off of here, but trying to push the relatives I'm staying with to get a broadband…
it looks much better, huge difference. But maybe the 2 frames for the front legs was one frame to much. I think at this point most things you can do are done, it´s a bit hard to judge with motionblur, but maybe the foots are a bit fast, i´m not sure that they´ve got enough contact with the floor, maybe you want to check…
nice dude- I think the thing that you might want to push further is the texture/shader/material on the green doors. right now they are a bit over powering. Also some darker darks in the surrounding areas would help push this a bit closer to that concept- Also I find it intresting everyone is reading those green panes, as…
Try going into the 3d mesh and pushing all the vertex 'normals' UP, solid 90 degrees, perpendicular to the flatplane, so they all face the same way. Maya can do some weird things during creation where it pushes the vert normals outward in a radiating pattern. You want them all standing up like table legs on an upside down…
this is for you, per my man another old scrap this time pixel pushed and lubbed for quick installation, hopefully better now. props to chris holden and scoob for the pre-post feedback, i tried to make things blend more with one another and get some macro details in there. no virgin marry this time, i swear.. not unless you…