cool concepts. the thing that i dont like about the model, other than what's been mentioned, is that the head looks like a fox head stuck on a human body. i think the head on the second posted concept works much better. much better blending of the elements
Hmm, i think I can tell you what it is. Its that the metal is going too far up the head - its not in proportion with the other side of the head, if that makes sense? It doesn't follow the bone/skin structure on the other side of the head, so thats probably why.
Modeling a head like this is obsolete for the most part. Sculpt and retop is a lot more efficient. Fiddling around with verts like this while accurately creating the forms of the head is a throwback to stitching nurbs patches together. Even production wise a clean generic base head with good animation topology is used to…
Anyone knows of a way to have zRemesher handle non symmetrical meshes with some symmetrical parts? I have this alien head where the face is totally symmetrical, but there's some assymetrical stuff going on elsewhere in the top of the head. It's doing a good job, but with symmetry turned on, it's basically doing away with…
Not sure why you've measured her at 8 1/2 heads tall... her heel is clearly on the floor at 7 heads tall, and you can see from the concept that she's got a somewhat short and petite build. But you're sculpting her at 8 1/2 heads tall and it's looking reeeeally weird.
I really like your character style. I think it would benefit you to make the hair a difference object from the head so that it won't give you a hard time figuring out the head topology. As for your bow, I like the shape and I think you're heading in a pretty good direction with it.
Normally I'd guess that you have weird transforms or frozen transforms on your blend shape source. You could try using match transforms in that case. But it looks more like it's sliding along one of the head bones, were transforms frozen before you skinned it? Head mesh as a child of a head bone?
So, after almost 3 years i am starting to work on this character again. I have changed the Head from original Concept by my Dr. Strange Head fanart (Benedict Cumberbatch) Texture update on Neck Armor and bake done for the head.. Please have a look and share your thoughts on it.. Thanks!
Hi guys, I am currently trying to get my head around creating custom vertex normals in max 2013. So far I love them but they only seem viable on large flat faces or simple assets because 'out of the box' max makes editing them so fiddly and time consuming they defeat their own purpose. I have read the popular thread…
ChaosForge is desperately looking for 3d artists! We need more hands to help create the assets for the gameplay videos for the new sci-fi roguelike game, Jupiter Hell, heading towards Kickstarter, and to work with us after it funds! Post-KS work will be PAID, so the non-compensated work involved (or even delayed…