Doesn't help if he wants to bend something already modeled like a tiling section of a cave. I run into that problem a bunch, and this image shows how I handle it. Just incase someone reading this doesn't know for the second step, hold d to toggle the pivot editing mode, and hold the v key to snap it to existing geometry.…
the helmet seems to hug his face too much and too closely, I would experiment with dropping the jaw piece down. As rule with helmets I try to create something with enough space inside it that the character can open and close his mouth. Also, I'm not sure if this would work but maybe try including the side parts of his…
Ahh Okay. I have heard of a process where on the program side, the engine combines multiple textures into one big texture and it just calls different portions of the same "megatexture" if you will so it only does 1 call. Is this the same thing as the BLIT process? Or is there another way where all the different textures…
Love the simplicity of your site. Often times I think people go over board. I think you should diffidently sometime incorporate the models specs, wire frames, maps. Although I am not a professorial yet, I can see how a hiring manager will want to see the technical side of your work. Also, ditch the Fable II house, I have…
i would really consider getting a transpose on those arms and bringing them down, their position is causing you to make some design choices around the lats and upper arm/deltoid region that wont make great sense once the arm is lowered, and the high T pose is making the torso look stretched. keep at it though man, its a…
I like your highpoly stuff, it's pretty nice! I would lose the drawings and up the presentation on the highpoly stuff, really make it shine :) Yes that would work very well. Personally I'm not really a fan of arbitrary decorative lines here and there, like underneath the buttons and to the side. I'd advise bigger single…
Love the face, leave it! The structure of the ears looks slightly off only, just a little nudging should fix it, and the bulge in forearms definitely looks like it ends too high. The forearms also seem a bit long, perhaps slide the elbow down so it's more level with the taper of her torso when her arms are hanging against…
Looks pretty good. Her face is maybe a little on the chubby side around the jawline, but that could be because it's a flat ortho shot. If you're not going to be normal mapping her, you might want to add in a division just beneath the centre of the lower lip, so the vertex lighting can catch it as a defined edge. There's…
Yes thats the best approach but the problem I am thinking is most like that : How to texture it ? I mean I need to Uvmap it and make the texture at what resolution and how many textures , if I have to import in a game and it has to be a quite big compared to game charadcters , what size of resolution should I use or should…
Adding some microscopic noise will help sell the scale - try pulling back some of the bigger chips and lighten them up a bit so that they look more like erosion instead of deep gashes in the surface (think of chipping paint compared to a hole in the wall) - unless you're going for that shot-up look. However, it should be…