Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
Nice update. I think overall your sculpt is a bit lumpy. The mouth and nose especially. Looking at reference shots on Google, these areas (nose&mouth) are surprisingly smooth.
The ear seems to be too low in the head. Looking at images, perhaps placing it higher, and maybe slightly smaller? Though I imagine this varies. Also the connecting area between the bottom of the eyes and the top of the nose needs to be flatter.Give it less of a ridge.
"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
Will see what I can tweak soon they are like humans all of them have different features its really amazing. been playng with fiber mesh small amounts at a time so the computer wont blow up..
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)
The problem I'm having with fur ATM (in C4D) is avoiding those little bare patches, without using a billion jillion hairs... do you have a plan for that?
I like the added realism to this sculpt ( compared to your usual style ). It's lookin good. The couple of processes/workflows I've seen so far for fibermesh have involved rendering the hair out seperately. Don't know if this is actually necessary though. The combo of alphas on the face for the finer details work quite nice too I think.The lips to me stand out as the area I'd like to see more detail, but Im not looking at any references so maybe that's me being aesthetic over realist.
@ stwert - The bare patches occur because you have them set to grow roots on the polygon vertex as a default. You need to set them to polygon area and also induce fill hairs. That will remove the bare patches.
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