Hello ! Sorry to not updat more faster but my computer was down T_T Hum, i change the color and the light like you're GIF. And i prefer the render now =D Thanks :) DWalker => I will try to change the snowflakes and the others advices ! So 2 update (bridge is not finish, like 50% of the elements >.< )
The xView t-vert checker should find them for you. If it doesn't, try the STL Check modifier and look for open holes. I only remember them being called TVs due to trying to bind the select by element toggle. That drove me up the wall for a while. Thank heaven for Google searches!
apollo580 Looks good but i would add more fat in the belly. Aonar i really like the pants you are using as reference, do you know what they are called? Here is my progress, i was busy during the weekend so not much done, added more elements and adjusted the lower body.
I think the best solution for future projects (well, realistic projects anyways) that you build a reference sheet with at least ten photographs of elements you want to incorporate into your character. If you draw from these sources it will give your character a firm rooting in reality and will make the character seem more…
Ahh right that makes sense! =) I think you can push her proportions some more, make the head a tad smaller and some of the elements smaller, like her shoulder-pad while her shoes could be a bit more beefed up to balance her. Good luck with finishing her!
csprance: Tried that and it doesn't work. I've turned off the GPU-crap in Photoshop (CS6) and then I've started up Lazy, clicked "attach to window" and hoovered, and clicked, the photoshop window. I get red squares around elements in the window (as if the program is searching for a spot) but it never attaches to anything -…
Should still work. Import the lowpoly if it's topology is different, subdivide to a suitable number of faces, and project the detail from the highpoly onto it. Then you can bake the displacement to the UV's you need. Or you could just use an external program to do the displacement map as well, I think that's the key…
Pelvic elements need more detail. Can't easily tell how the thighs rotate from the pelvis. Or how the midsection rotates as well. Once again, this detailing issue is systemic across the model, not just hand. Assault cannon also looks too simple as well; could benefit from more detailing.
Basically what you need to do is clone the faces and flip the normals on the clones. 1)select the faces you want to double side 2)click "Detach" in the command panel and check "detach to element" and "detach as clone" 3)the cloned faces are now selected, click "Flip" in the edit polygon command panel
I think the lower half of the design is boring, it's just a pair of trousers and sneakers. You could try to add some scifi elements or traditional samurai armor parts to those. Also he feels too short for me, maybe reduce the head size or check the proportions, unless that's what's you are going for.