Mouth looks too low like KDR said, I think the meshflow looks pretty good from what I can see, though you might want the edges around the mouth to be more circular, right now they look pretty grid like. My hat's off to you for modeling in milkshape, hahah.
heh cheers but it is teh sux0r! I don't really know much facial anatomy and my drawings are always a bit squint even with the ol' horizontal flip trick. Maybe I should start drawing with a grid on. I love gouache, hate acrylic, never really got into oils because I like to drybrush.
Another way.... Text shape > Interp rollout > Optimize off. Bevel modifier > Params rollout > Cap Type: Grid. Then tweak the Bevel Values etc. Tesselate modifier > Operate on triangles, Face-center. Sometimes I need to convert the text shape to an Editable Spline and use Refine to add some more verts here and there.
22. Texturing: Value & Gradients Values and gradients are an important consideration when texturing your character, and are often neglected by less experienced artists. When you manipulate the values you can attract attention to specific regions of your model, such as the face and upper torso. This is especially important…
@jeremiah_Bigley, yes the hole is to big. i will make it smaller, then i can put the clip/barrel a little bit back @Selznog, i know what you mean but the front grip of the original tommy gun has the same angle as the back grip. maybe i will change a little bit the shape of the front grip thx for the feedback :)
Haha, thanks everyone! The 5,000 grads was for my entire graduating class. My major (Visual Communication Arts) only had about 80 grads, and we split off after the Commencement service for the degree conferment ceremony. It's great to see a bunch of other grads out there! Here's to all of our hard work paying off. :)
Damn thats some nice work there eld! I really like the renders / shots in general, were they taken in your 3d app, or Grin's engine? It sucks that Grin closed, but like everyone else who has posted their work from Grin, all of you will find jobs in no time, you're just to good not too.
Keep going!! My advice would be to spend some time studying anatomy. Stay as low poly as you can until you can't fix anything else, and then move onto the next level. Check out these guy's vids on sculpting; https://www.youtube.com/c/FlippedNormals/videos?view=0&sort=p&flow=grid
I have found in nearly every case that a even grid gives better results and is easier to work with. Only if you are using some polycount too high to just ignore the issue and too low to get your neck muscles shapes in for very bulky characters it might be better to let the loops purely follow the muscles.
The JumpCheck Studios website is live :) You can see it and the active team members here: https://JumpCheckStudios.com/ Please note, the Grid Down website won't be live until closer to our Kickstarter. But I'll be sure to post it here as soon as it's up! Still looking for more individuals. Let us know if you're interested…