Nice work! Legs look a bit x leggy at the mo. Knees are kind of weak. Arms need a bit more work. For crits a turn around in stages would help. Good stuff man. Cheerio
Inspiration at its finest: https://www.google.com.au/search?q=just+do+it+shia&rlz=1C1GIWA_enAU640AU640&espv=2&biw=1680&bih=881&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAmoVChMIj5ak2ZubxwIVpd2mCh2qMwRg
Yeah, scale is based on percent, not units. If I'm modeling something that isn't to a specific unit scale and I need to half in in the X axis, I want to know that 50% is going to do the job, not 23.36 cm.
The creepiness is what makes it great! Keep the contrast. But I agree with X-One that blending the face and rock together would make it look more like a baby golem and less like a baby in a golem suit.
Might be of some use for reference and shapes :) https://www.google.com.hk/search?q=Gantz&tbm=isch&source=lnt&tbs=isz:l&sa=X&ved=0ahUKEwiq_tjqlJDLAhUDspQKHVHyDFwQpwUIEw&dpr=0.9&biw=2133&bih=1190
Awesome! Those renders look like a scene from World in Conflict. :) http://pcmedia.gamespy.com/pc/image/article/779/779951/world-in-conflict-20070411062142759-000.jpg or more specifically the X-Mas map:
That's looking awesome! You've got some funkyness going on at the tip of his sword though. Sucks to hear you're sick, hope they'll be able to patch you up after the x-ray results come in.
ILets say that your base texture is 1024. If there's a piece that only takes up 25% of the UV space, just use a 512. 512 x 4 = 1024. Same texel density, not wasting UV space.
1. Consistency. Imagine if you can select all joints of the 4 fingers and rotate Y to flex them all together. If some of them are X, some are Y, animators are going to really hate you.
http://freesdk.crydev.net/display/SDKDOC3/Measurement+Reference And reset your x forms like said above. Sometimes that doesn't work if you just use it in the modifier panel, so use the one in the utilities menu.