I started by building a basic body shape out of a cylinder. The body was then constructed into a more workable shape with the base of the neck added. The arms were constructed out of a seperate cyclinder and then further defined to the muscle shape of the limb. The leg segments were also made before the attaching of any…
Looks great! I really like it. 2 things really quick. The inner part of the iris, the black part, is actually a hole with a clear lens over it, it reads (and bakes) better if you handle it as a hole not a bump. He's Two Face but right now more like 70% normal and 30% disfigured. Sure you can do whatever spin you want on…
This way of modeling the spike ball stemmed from link I posted that was a tutorial on how to model a golf ball. It was a method to allow me to evenly distribute spikes around the ball itself. It originally looked like a ball with hexagon geometry all over it and a specifically selected a pattern of faces and extruded them…
thanks for the comments But reich, doesnt "unique texture space" mean every section of the wall/windows/everything uses its own texture so that nothing is the same? Im not doing that :o btw I have a question about how you go about doing the "inside" faces of the window frame... do you detach the inside face and then place…
I agree, focus on one thing at a time. I would just remove hair for now. Get the face looking right if that's the focus. Either the face or the complete body proportions should be ur focus. And the title says Overwatch...are you trying to match the game aesthetic? Cuz that will play a huge role in how the face and…
Your textures are looking a bit flat. Try bumping up the contrast and adding a little bit complimentary color to your darkest areas. Also faces, your faces seem a little dense for how low poly everything else is. Look up "planes of the face" and try to prioritize your polys to define those shapes.
I've decided that I'll just resculpt the face so it looks more like her side profile rather than the front facing pic. She looks like 3 different characters with the same body shape lol. I'll work on the face later, but for now, here is her bodywork: Any C&C would be appreciated!
This is looking pretty damn solid...it's come a long way! Nice work. To me, her head still looks a bit different from classic poppy. In the splash art, her head is always bigger with a wider face and very chubby cheeks whereas urs feels smaller and the face is a more idealized generic female face.
Select the faces that you have a transparent texture applied to. Duplicate them. With the duplicated faces still selected, go to normals (could be face normals) -> flip (or invert). I'm not too sure about the exact command names, as I've said I haven't used Maya in 5 years. But I think that will solve your problem.
When you are face weighting the normals of such an object, there are multipla ways to smooth the rounded corners. Depending on the selection, the end normals can point differently. You can select those long side faces, and apply face normal. That should also fix your issue. If you don't do this, the normals will be still…