Hey man sorry for the delayed critique, I think his heads enormous I know the collar in the concept might be too low/narrow but I mean, you don't have to duplicate my mistakes. Just cause I suck at drawing doesnt mean you have to emulate it :P A bit minor but I think the feet are a bit narrow. Also just wanna say you're…
Love Yamashita stuff. Looking good so far. I notice though that your joints are being pretty aggressively 'poly counted' Her right elbow looks like its going to look like shit when it bends. perhaps shave some polys off on one of the static areas and spend them on her joints. I definately agree with haikai about the limbs.…
@Kroma Definately! I don't have experience in facial rigging though. It's something I will look into in the future. @Twoflower Thanks :) @MrHobo True! I'll take that in consideration. @silkroadgame Thank you! @kunglao I used Maya's snap to surface tool "make object live". It's still a lot of brute force to it though. Also,…
local and global variable... a local variable inside the scope of the ( ) they're in while global variable can be accessed anytime. I suggest to stick with local as much as you can. ie:(local test)print test this will give an undefined error as the variable test is not defined outside the ()(local testprint test) works…
@vavavoom & @dustinbrown I would like to use this lower poly mesh as a base to make a more detailed, higher poly version in Zbrush, which I can then bake back into this low poly version. Honestly, she doesn't have a defined purpose yet. She is just a character that lives in my head and needs to come out. Though I do have a…
Looking like a solid start, is the ceiling going to be at that consistently high? Can imagine the core in centre to be twice as tall with the top floors partially visible through a gap in the ceiling where all the wires meet up - just an idea though not actually decent criticism. I'd make the materials on the metals and…
Looking good so far! The only thing that really jumps out at me is the area where the rib cage connects with the abdominals. Other areas of the model show an understanding of the anatomy underneath, but this area feels a little vague and unsure to me. I'd suggest going back to different reference material (skeleton,…
Personally I like the glasses, they added a lot of personality. I would also increase the size of the piercings some, now they read a bit noisy feel way to thin I think. as for anatomy, most of the features are looking a bit soft and undefined. especially the nose and mouth. another example would be the lower eyelid fold,…
That isn't shadowing. It's called smoothing. Your object is made up of one smoothing group, so light is going to flow over every edge unless there's a loop there to define the shape. Even then, you'll still see some of that darkness on the edges. That's probably because you appear to be using two lights in your Max…
Sorry, but we do not support material IDs or texture laying at this time. Both of these are features a lot of people have expressed interested in, so hopefully we will be able to add them in a future update, however I do not have an ETA on when that will happen. Currently, you will need to split your model into separate…