Another thing you might want to try is merging all verts that share the same position; ie the walls, if they're separate pieces, try combining them and merging the verts.
great stuff, only thing that doesn't sit right with me is the front legs on the first creature, with all the weight from the torso, i'd have expected the legs to be bigger to support it
A big meh, you mention burton and alice in wonderland that is pretty much what popped in my head, maybe different colour choices, but meh. Alice is too old too.
One trick I've used for animating spiders/insects, is do hide the legs and animate the body first. Getting that to look right then adding the legs in after. But this is more for world space animation, not so much cycles. Good luck.
(60k is still often a low value for polypaint :P) As for merging, make sure you have the tool:subtool:uv option toggled on before you merge. Afterwards you might have to turn the texture back on on the new resulting mesh
Yeah and I toned it down a bit on the legs already from the concept. I'll take another look again tonight and compare it with VIs legs. Also someone said her feet are too big... I don't see it.
Not sure if you can use the tools for this, but using MEL/Python you could do it 2 ways. Add : to your search string, or use recursive flag. example in MEL ls "*:item_name" ls -r 1 "item_name"
..."We are all part of a secret society Stan. A very ancient, very important society of men, who follow the way of the rabbit, and protect the secret of the Eater Bunny. We are called......The Hare Club For Men." .....that was my easter highlight...
Yeah I planed to add more details to the model. If my mesh is merged? My smoothing modifier is above the symmetry, so technically its "merged". It would cause problems if I had smoothing below symmetry tho...
daz - that looks more like the original-original cyberman, before it changed to the square-headed type ... but i dunno, it has the feel of a generic hobbyist character model about it. Especially those legs. Don't like the legs at all.