Yes that would be amazingly helpful to have custom deformable grids, however that would more than likely destroy the grid as a measurement device. You can use Grpahite Modeling tools > Free form > draw on object > Pick Target Object. You can use a handful of tools, I wish all of the tools worked with an active snap system,…
Might be a bit late at this point, but (talking about her head/facial features) I feel like you're missing the stylized cuteness that all of the paintings on your reference sheet has. This sheet: (Posted again for easy comparison) I think it would be more successful if you pushed it further in the direction of the concept…
@d1ver http://www.youtube.com/watch?v=UX2PzNHwabE&feature=youtu.be&t=23m37s "They can take the most usual and mundane subjects and present them in a way that's so visually appealing" This is also very true in my opinion. In terms of the concepts as I think they're both pretty good and equally you could have said that the…
when you expanded the lower arms in the above model, also make sure that you expand the upper arms to match, as right now it looks like he's having large lower arms, but the upper arms are still slimmer. As for opening your mouth, you would want to look into how to do a mouthbag. Which is basically just an extruded bag…
By inserting edges, you mean more than simply connecting the vertices together right? Just to make it have more "faces" even though none are extruded or even 'carved' in any way? Another question I have; is about how I welded the button and the tip (thing with the hole in it) onto the main shape. Was that something I…
I think as long as you keep in mind how subdividing a model works on geometry works you'll get good results... By that I mean, when you place edges close together you get more detail in those areas vs the areas that have large polys. Basically put the detail where you need it so when you smooth you don't have to waste…
Thanks for the replies everyone, these have been very helpful! The engine I'm doing this in is Unity (not my choice, I have to use it). Throttlekitty, I took a look at the Gamasutra link and it looks like that algorithm would be able to convey the effect I'm looking for. Ugh too bad I don't yet know much about writing…
Nothing really beats reducing polys by hand in any app. But there are some pretty good plug-ins available that do a pretty good job of reducing polys. I'm not sure what 3D app you're using but there is one for 3dsMax called PolyCruncher that does a pretty good job at not messing up your UV's, but can mess up the topology…
To be honest I really think this needs to be reworked. I think you got a ball park general shape down but that's about it. It really does not capture the details and character of the concept. You really need to go back and remake the high poly. You don't have line extrudes or bevel details on the top like in the concept,…
Maybe it's because I don't have any experience in the industry, but that argument hardly seems vital to the success of a modeler (especially in the games industry). I've tried the trial versions of most packages, and I really haven't seen anything that really sets one polymodeling toolset apart from the others. I really…