Bejita!!!! (wip)

whereswarren (King_Vegeta)
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Updates to follow!
 
Now with Kung-Fu action!
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Never heard of him ^^.

I'm kidding, looking good so far!
 
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It's awesome so far. Looking forward to the textured version.
 
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Grega...

^^ = joking/kidding

You gotta RELAX mon! LORD-A-MERCY!


Anyways... I'd definately have to see you throw some extra onions (aka limbs) on that Fajita!!!! before I can critique it.
 
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Looks cool man. If I were to have a gripe with anything its would be the top of the pecs, I would shift a couple verts slightly upwards so his chest isnt so rightangled. But thats just me, and its early days yet :p Im sure you know what youre doin.

 
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are you going for low or high poly? if low poly, it's too high, if high poly, it's too low.

if low poly, focus on form and shape, over keeping everything quadded, sure, it's good to have neatness. but in low poly it's all about shape.

if it's high poly, add more geometry, really start to tighten things out, work on your seams and hard edges etc.

medeocre work at best.
 
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brainfeeder
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are you going for low or high poly? if low poly, it's too high, if high poly, it's too low.
Is anyone else struggling with this comment?


@Denz:

You just ruined Vegeta, forever...


sorry, made a **** up of my own synth :p - Jesus
 
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whereswarren (King_Vegeta)
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are you going for low or high poly? if low poly, it's too high, if high poly, it's too low.

if low poly, focus on form and shape, over keeping everything quadded, sure, it's good to have neatness. but in low poly it's all about shape.

if it's high poly, add more geometry, really start to tighten things out, work on your seams and hard edges etc.

medeocre work at best.
Haha I know, I know- See the good thing about working in quads is the work flow- I can take out / add detail in really easily- since this model is a wip and all.
 
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whereswarren (King_Vegeta)
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Baby steps. Been busy.

 
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Nice job. You could flatten those straps a bit IMO.
 
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why so much detail in the armour, but so little in everything else? you need to learn how to work with edge looping, beveling, and chamfering too. it still looks like you're totally lost between high and low poly work.

you've got detail on there that will never be seen geometrically, and could just be textured on, but not enough detail to make a decent high res model.

also, you need to work on your anatomy.
 
whereswarren (King_Vegeta)
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What's the poly limit for 1.3 models?
 
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You should be safe sticking around the 3k poly range.
 
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why so much detail in the armour, but so little in everything else? you need to learn how to work with edge looping, beveling, and chamfering too. it still looks like you're totally lost between high and low poly work.

you've got detail on there that will never be seen geometrically, and could just be textured on, but not enough detail to make a decent high res model.

also, you need to work on your anatomy.
specialy the arms... those look very wrong (wheres style comment)
 

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