Yeah, sorry i mean you made them too defined. If you have a look at my current thread (super chunky character pack) im actually doing something really similar right now. I am making a high poly sub-d model just so it is super clean, and baking it down to normal maps to make sure that it remains that clean. But you will…
I think you're right, yea. Just a tad pulled in. I think the size is fine. I think what might be off is the fore arms. Those could be much larger to reflect that original model in the old Halo prototype. For the rear legs, something about . . . defining the disc where the femur and whatever bone-disc in that area meets…
That's an amazing concept. Great execution so far. I do get the feeling his face looks slightly 'younger' for some reason in the concept. Yours seems a little more stretched out. Maybe tweak that if you get around to it. In the concept his neck also seems a little more defined, less of a double chin maybe? Depends on how…
Thanks guys. I have tried adding more segments before. Actually, I'm modeling a complex object like this (1st image) which has a cylindrical part which attached to some other parts. So it is very hard to add more segments. Applying subdivision level 1 to that cylindrical part (2nd image hard edges defined) and adding edge…
I think you might need to scale the head vertically just a little. It looks like the concept might have a bit more cheek bone, cheek and jawline. I think if you push the tufty bits that point out on either side back so they sit closer to the rear corner of the jaw you might get abit closer. I don't think you're a long way…
OK, well here's the excerpt from the abstract: http://journals.cambridge.org/action/displayAbstract?fromPage=online&aid=9354310 So maybe the paper never uses the term "Oligarchy" per se, but it just pretty much defined as such right there in the abstract. (Usually these papers are filled with indisputable empirical data…
Man, I'm super into the sculpted look to the facial anatomy, very well done. Dishonored definitely employed some really unusual stylization in its character models. I would tone down those super prominent sternocleidomastoid muscles however (those front neck muscle connectors). They look completely separate from the…
Definately liking this so far, i think the skin and cloth portrays really well but the eyes may need a few more layers of colour in the texture/ shader just to really give off that wet look and convince me of the anime style. You could try to use a transparent eye layer for this e.g:…
BagelHero: Bara-esque sounds like a work I'm going to start using a lot to define my work, haha. Thanks! Dilanka: & JamesArk : Thanks for the kind words! I've been practicing likeness lately because I really want to be able to draw recognizable characters, even if I don't "copy" from a single picture but a bunch of them.…
It was molyneux that used the minecraft example, saying that to make something "unique" takes a super long time to reach final, where as walker responded that minecraft wasn't sold on promises, people bought it for what it was that exact moment they did. Minecraft had its gameplay defined from the very start. Molyneux…