Welcome to Polycount. Just from what I am able to see, it looks like you're depending on your orthographic views. Frankly, it's tough to provide any meaningful advice with just a front view of your sculpt because it's difficult to judge the forms. It might help to provide a 3/4 view of the front and rear with perspective…
@AXEL Hey man, thanks... My process is very simple: model everything in sub-d and where i need to attach 2 pieces together i use zbrush -> dynamesh ( but only if its a complex piece like chamfers intersects other chamfers, as you can see in the 2nd picture.
I've thought about this first idea at one point and found that there would be holes in the corners of the eye where the sphere goes deeper than the corners. I could see what it looks like when i push the corners in a little to match the depth of the spheres maybe. As for animating the uvs, i don't think unity (my engine of…
Sounds really similar to the way I work. I wrote something a while back to speed things up a bit. It's a really basic script that I have on a shelf button. When first run, it creates two instance groups, one with a -1 scale value on the axis of your choice. When it's run with objects selected, it'll add them to the groups…
what about not taking the whole shiled but only the fill? like only the axeshaped form of the top right or the middle one.. so you have the tattoo and the symbol even though the symbolism is not obvious from first glance which is good. theres a story behind the tattoo then... and if somebody asks what its about you have…
@JoshuaG Thanks for the critique. I will take a look at it once I have finished with the body. @TeriyakiStyle Thanks for sharing the video; it is always interesting to see other people's workflow for hair. hair and fur + instanced geometry I will give it a try when I start to work on the hair again. ----- I started working…
Thank you AXI5, the Cross Section and Surface modifiers work well for what I need. I will use this method. Thanks Musashidan, but I need a method that doesn't involve manual editing, this will be used in a script I'm developing. Another method I found is using the Loft compound object, but it requires a tiny polyline.