01-17-2011, 10:51 PM
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Custom Marco Rossi
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01-18-2011, 04:52 PM
(01-16-2011, 05:05 PM)Murderbeard Wrote: Damn, you're right. I triangulated, and it said 2,300 faces. You could use some major optimizations everywhere. Please post some wireframe images so we can give some tips. In any case, the vest is very feasible. Note that you can delete most triangles on his back, since they will be almost always hidden by the vest. Some parts on the inside of the vest, too. This applies for almost all hidden body parts. Take the cranium after the hair is done, stuff like that.
01-18-2011, 05:54 PM
The cranium will be given a hair texture, just in case all of the planes of his hair strands can't cover everything.
Thanks! Thanked by: Lexou Duck
01-29-2011, 10:12 AM
sometimes i wish i could be a no-life so i have more time for everything else i want to do Thanked by: GrooveMan.exe, Shadowth117, Solink, Lexou Duck, Kitsu
01-30-2011, 06:55 AM
Could you post a wireframe pic ?
01-30-2011, 04:25 PM
I don't know how 'finished' you are with the textures, but it strikes me that they need tightening up - they look sort of fuzzy to me. I think you should use a harder brush, if possible, to give the shapes you've painted stronger definition.
Beyond that, lookin' good. Not much I can pick fault with, and I live to pick fault with things.
01-30-2011, 04:29 PM
Yeah, they bug me.
You know how you work on something and you think, "if this were someone else's work, i'd probably bash it to hell." ? I'll tighten things up with a harder, smaller brush. Yeah, I could post the wireframes later.
Actually wait I just noticed some anatomy stuff, editing forthwith~
The blue lines are basically just where I'm establishing things in my own mind to make my corrections more sensible. The red lines are my actual corrections. Firstly - his collarbones are pretty high. The collarbone sits roughly level with your shoulder- the silhouette of your model looks fine, but it's just where you've actually drawn the collarbone on the texture that seems off. I've extended the line up to the shoulder to show you roughly where the collarbone should sit. Secondly - SIXPACK. The muscle that makes a sixpack (called the rectus abdominis) sits neatly between the visible parts of the hipbone; you've shaded the muscle as though it sits on top of the hipbone. I feel like I'm overexplaining, hopefully my drawover makes it clearer than my WORDSWORDSWORDS. Secondly, while not completely impossible, it's not common for the sixpack to start immediately below the pecs - the two segments of the rectus abdominis there are pretty difficult to develop, so they tend to be flatter and less bulgy than the segments beneath. This tutorial is a very nice reference for drawing THE BEEF, btw. Bonus points to me for actually kind of screwing up drawing the six pack WHILE STARING AT REFERENCE FOR IT. Ignore the actual shape, but look at the tutorial I linked and the basic positioning I've drawn for you.
02-01-2011, 09:43 PM
i guess that's it for the torso, haha. might be some problems still, but seeing as it'll be covered by a sando/shirt, it seems pretty pointless now. my fault for having 0 foresight. >_< will start on the vest right now Thanked by: Shadowth117, Chutzpar
02-02-2011, 02:01 AM
i think i'm stsarting to lose all boners for this project :/
02-02-2011, 12:14 PM
Ok dude, simplify the boots to the max.
Other advice, You could unite the three fingers that aren't the index.
02-02-2011, 05:16 PM
I could take off that one loop from the boot, but I don't think I'm in trouble yet.
And you better sit down, but those three fingers ARE united. :>
02-02-2011, 07:40 PM
Its looking really good. You may want to remove some of the polygons the jacket covers later on if you need to save polygons, but other than what's been mentioned I can't think of much else.
02-07-2011, 12:12 AM
So your not going to finish it? Your so close to done. ><
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