Ohright, will definately look into that, I had heard of Topogun but ive had no interaction with it. Been doing some sculpting of the character, only spent a bit on it but not sure if i went overboard
Thanks so much guys, the UV scale was bugging me ;) Definately understood the concept behind it more now! Both of your answers helped me alot really cheers
I have a lot of vertical edgeloops because I used a bend deformer. I definately wouldn't have had as many vertical loops if it was a straight corridor. Thanks for the comment!
seth, looks great with the new skin shader :) eof: You can use detail normal maps for pores, even using a weight map for defining where on the model it appears.
in caricatures, what really sells the picture is not only the curve on the top of the eyelid but the mouth creases. -This could use some attention on defining it a bit more ^^MM provided a good example of that
Needs more skinny and angular, and the pec/shoulder is off. You've also defined the abs too much and too cleanly. Flatten them and add some wrinkly skin. And veins.
Poly distribution looks fine so far! Second loop back from the bladed tip might be unnecessary, doesn't really seem to define anything. Done the UVs yet?
Cute robot! The alt color's definately my fav too, something about the red adds a bit more contrast that the blue one seems to be lacking, especially in the eye area.
definately reinsert the RAM. things get knocked around when moving. I had a wonderful evening once trying to fix a friend's PC before realizing this was the only problem.