For cheekbones best will be to study few skulls so you can understand underlying structure or you can explore your face in front of a mirror Base of the nose is part that help it blend with the rest of the face on the reference is dashed red area , you need it to have a proper transitionYou can use real ppl and stylized…
you probably want to get a little more specific with what sort of work you are going for you have both realistic and stylized props, but the realistic ones probably wont hold up against current professional work and the stylized ones feel a little bit lacking. I only took quick glance but are the models made from concepts?…
For me it's the opposite lol, I suck at hard surfaces. Exactly, I think it's fun when you can get your character naked and customize their genitals even if there is no gameplay reason for it. And since you have multiple humanoids you can make interesting body designs that expends the lore.
tbh outside of Switch you probably don't have to worry at all about using pow() these days but it's worth second guessing whether you need to or not just in case you feel the need for a pat on the head from a render programmer. you could certainly insert a curve in place of the contrast function if that hit your visual…
Hi! Based on your wording, I assume you're using Max? Information is a bit lacking in my opinion. Do you have any images to illustrate what you want to achieve exactly? If the vertex count didn't change, you could attempt a morph between the extremes?
Back looks pretty good. If you want crits on anatomy then its best to pose a fly around of your character because every piece relates to every other piece. Quick fix is to have an app like Daz3d (free) on a screen next to your work screen. Then you can rotate around a reference while you work.
It's definitely becoming a collection now. Four and counting. Hope you like it!Full post:www.artstation.com/artwork/g0DDZPInstagram:www.instagram.com/3diegodm