It is so hard to translate without images lol. Every vertex has to be 100% painted/influenced at all times , if you remove/replace some influence most of the times your vertex will not be a 100% painted and Maya will try to balance it by adding influences from other joints. The way you remove influence on the shoulder is…
Face proportions looks strange too. Eyes seems too big,they do look like a child eyes. Wrinkles shouldn't be modeled in the base low poly mesh, add them later in the hi-poly mesh using ZBrush or Mudbox. Moreover they do look "cartoonish"... is that you intended to do? The upper part of the ear lacks of some loop, there's…
You can also turn on soft select so it smoothly transitions from cloth to rigid. You might of made some changes to the group and not clicked "change group", the changes won't take effect until you do. Rethinking it, for something so simple as dragon webbing you could probably just get away with a few extra bones for the…
This is really cool! I think this painting is 95% of the way to kicking HUGE ass. The incompleteness is coming from some of your edge handling- the pillars and architecture in the background are feeling a touch soft, and the light/shadow pattern on the floor (from the window) feels like it isn't quite loose enough to be…
That's a big improvement! Your colors are starting to mud together, it's better than your older attempts, but all of the colors are really soft and blended. You should have some harsher edges between color patches. JenZee does this really boldly: http://fc02.deviantart.net/fs70/f/2013/308/7/1/squigly_by_jenzee-d6t3m5k.jpg…
Awesome! Love the wrinkles on most things, the face/expression = fantastic. Hands are also great! Im thrown off by the grade of wrinkles on the vest, the flow of the edges imply large smooth wrinkles as if the fabric is fairly thick but you seem to have really sharp fine ones on it. Also the two corners are different…
Given your polygonal density, you're gonna want to give it specific limb aticulation topology. Either that or add more edge loops to make animating it look better. What Substance Brushes are best depends on what you want to do. With this, all you'd need is a marker-style or hard brush, with the soft brush to do your…
Yes, smoothing groups will affect your normal map baking. Smoothing (or hard/soft edges) is just a way of controlling vertex normals and normal maps are defined as deviation from the vertex normal. So you change the vertex normal and the normal map has to change to accommodate. A real-world example where you want a…
I mean, one of the huge points I was trying to stress is observation is key when it comes to working off of a concept. To be an effective modeler you need to be able to train your eye to see spacial relationships. I would help you further, but the point is I feel you could benefit greatly coming to these conclusions…
@ Brian Thanks for the feedback I'll look into correcting the two issues, It likely would be easier to rig it the way you have it. The first human I modeled had a more realistic form and was practice for this one. I intend on using the above character in a game I'm creating so I'm hoping to get make it better overall…