These guys tell no lies; The thigh is too long and skinny, the fore leg is too short and skinny (the knees are little far down.) The knees also need to be defined. The back arm is short and skinny, the fore arm is long and skinny, the elbows need to be adjusted and detailed. The back is too manly, the chest is manly as…
All my meshes I made in 3dsmax and imported to Mudbox, but there are certain details that would add to many polygons to include in the low poly mesh I am importing. Although not a great example (as you probably wouldn't need to sculpt an object like this) imagine adding the panelling details on this door:…
Aaaand another lunchbreak in... I went directly for the eyes this time... and then moved around the face fixing proportions and lines. Put a bit of Anotonio Banderas in too... since someone here commented the guy in the art was spanish looking. And Antonio also has the somewhat angular face that fits and got a lot less…
So far so good. Instead of starting a new thread, thought I'd ask here. I can get to level 6 with the mesh I'm currently working on. A little over 1 million polygons. I try to go higher and I receive the error, "Not enough memory to complete this operation." I have 8gb of RAM running on Windows 7 64-bit. I'm going to shut…
I think everyone works a bit differently ! I personally like to mix things up, especially at the blockout stage - merging primitives together, running some Dyntopo on them (Blender's adaptative subdivision remeshing), using sculpting brushes on polygonal models to adjust them freely, and so on. I think inefficiencies tend…
Sub-division means dividing each quad face into 4; which quadruples your polycount.(triangles and n-gons will also be multiplied by 4) Your mesh still remains as a polygonal cage below the sub-div result and only becomes true geometry is you collapse the mesh back to a polygonal mesh. Baking a map - in this case a normal…
Gwot said it all :P Also another thing. There are other advantages when subdividing with creases or similar. Subdiv level 1 or 2 on such a mesh, when converted back to raw polygons, is a fantastic base to carve simple extra details using extremely simple extrudes, bevels and such. Instead of trying to hold details in the…
That tool is bugged out its pretty useless at the moment it will crash either at random times or when your trying to split a certain face with a number of sides it doesn't agree with It crashes for me all most all the time, it'll freeze Maya and use 50% of my CPU while its frozen until i Task manager it off. its weird how…
thanks for the fast respond Eric . well yes this is for rendering in Max but i might try rendering it using unreal engine 4 that is why i didn't use 3d procedural displacement i don't think it is possible to export that to unreal but i am not an expert for sure . i think i didn't make the problem clear enough ,well this…
I see you've worked a bit on the silhoette there, and added some joints for volume =) However, there are still a lot of polygons that dont contribute as much as their peers. I took the oppertunity to make a quick redlining for you, these would be the loops I'd consider to cut or redirect. Also, heres a link to the polywiki…