Hi, thought I'd post on here seeing as I've just modelled some hand like this :) 1. There is only an extremely faint if visible at certain angles at all 'y' shape on the palm. Yours is too deep, and not smoothed enough 2. Your wrist is looks fine from the front view, however on the side view it looks way too slim -…
(I apologise the images are bloody massive..) Yo. You could totally do it in both maya and ZBrush, they just have slightly different processes. I tend to concept block out the hard surface details, then do a quick retopo with zspheres or topogun > then use Zmodeller with creasing and dynamic subdivisions to get thickness…
progress 3 and 4 What I have done so far: -fixed the shoulder, back spine and skull -The throat bone on the very bottom looks funny. Need to fix that. Right now I am practicing doing hair, but I am having a hard time welding the hair together to make it looks neat -For the eyes, I think it looks good for now. I read the…
yeah i've noticed the back scales and the red part seems divided here is the color map since i just begin to leard 3d design, back there i still have no idea what a seams in UV mapping will do and also the what will smoothing groups do so i finally get what evryone means by using the word "hard edges" i used a hell lot of…
My first rendition (not quite complete) of Link's bracer. The stencil for the top detail was apparently pretty pixelated, so I'm going to go into GIMP and add some blur to it to see if I can get a smooth look to it. Once I turned off smooth positions in mudbox the geometry stayed the same when I added the new subdivision…
Hey Guys, after quite some time here are some new scripts, they are not huge but they can help you work faster. Smart Extrude: If you have an edge selected it will perform an extrude and switch to the previous tool: If you have a face selection it will duplicate the selection to the same object and switch to the previous…
The project thing gave me an idea, and I actually used 3D coat to get the results I needed. If anybody needs to do this then just follow this. 1)Make a sphere in maya and smooth it a couple times to make sure it is perfectly round. 2)Make a geo-sphere in Maya by smoothing a cube a few times. 3)Make the geo-sphere a little…
Im not too clear on how the smoothing group situation works when trying to do that in Blender. All I know is that Blender uses "sharp edges" which splits the whole geometry at the edge defined as sharp and I have heard that Max splits it at the vertex normal only (please dont quote me on that as I am really not sure). I…
Fantastic highpoly work! The low poly could use some love. One spot that you could reduce is the hinge on the wing. All those inner circles could be collapsed into a one point. I could see why you might keep like one extrusion or bevel inward. I understand it's a portfolio piece so in doing this, it would save some texture…
Thank you so much! I'm really happy with how things are coming along too. I've made a smoothing pass on some of the more jagged edge loops, and I modified the topology a bit around the groin area, pushing edges up the hip for better deformation. I also baked out normals successfully! I always get a bit nervous during…