modeling the arms straight out like that make it harder to animate and will cause the skin to deform a lot on the shoulder but its easier to set the plane to make the uv map for
the bridge that goes along the bottom of the eye socket doesnt look defined at all when i have always saw that as a defining physical trait for snake
i really suggest that you define it because it wont make much of a difference poly wise and it will sale the whole snake look a lot more
the opinion on the hands isnt anything other than an opinion
but the lower legs looks too short
and the folds on the under tunic thing make it look like hes a bit chubby and is wearing his belt too tight
i guess no one understands that i stopped doing it because everyone complained and no one wants to listen because i did post wires and they are the moost up to date shots of my model but whatever im done with this for now
you do realize that i didnt only post silhouettes and it was just that people got mad when i didnt post wire shots along with them right or are you just ranting like you think you know what im talking about?
oh and btw if you look at the post right above this the pic posted is basically the...
hmmmm if its dark to you, you obvious has your monitor running way to dark because its clearly visible. meshflow can be important to crit but as is the silhouette as it shows how the model looking without focusing too much on the way its built
but i have a suggestion for all of you
you guys...
actually it can still deform perfectly well as long as you know what verts to assign to what bone
i was going to clean the shoulder up a little but not by doing anything major and just with simple stuff like moving verts here and there
well i didnt show wires because for the most part i didnt model the model in a way that you guys would normally see and i knew you would complain that the lower part being the legs are really messy and that was because i tried to model the shape of fold onto the model
now here it is and im...
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