Link

New Member
💻 Oldtimer
Joined
Jun 14, 2003
Messages
1,397
Best answers
0
Long over due for the comp here, but I had a lot of work to do. Anyways This is meant to help get me back into the Subdivision and Eventually normal mapping workflow. I've been stuck like 1k models and 256x256 skinmaps forever now. Anyways It's Link from TP, but I think i'm going to give him sorta my own proportions. Anyways here it is



Crits and Comments appreciated.
 
New Member
✔️ HL Verified
💻 Oldtimer
Joined
Nov 14, 2003
Messages
3,974
Best answers
0
i would have modeled the arms and jaket as sepperate objects, theres no way youll get a passable definition between the two objects if they are connected.

other than that, its just refinement of anatomy.
 
New Member
💻 Oldtimer
Joined
Sep 11, 2005
Messages
3,746
Best answers
0
TeKNiK said:
Long over due for the comp here, but I had a lot of work to do. Anyways This is meant to help get me back into the Subdivision and Eventually normal mapping workflow. I've been stuck like 1k models and 256x256 skinmaps forever now. Anyways It's Link from TP, but I think i'm going to give him sorta my own proportions. Anyways here it is



Crits and Comments appreciated.
Looks Shiny.
 
New Member
💻 Oldtimer
Joined
Aug 21, 2004
Messages
1,738
Best answers
0
You could put the arms in a different smoothing group on the base mesh and check off "smooth by groups" or something similar to that in the meshsmooth options. This way the connections between the arm and shirt wont look like..well... what it is right now. Axman's sujestion would provide the same result as mine so you decide.
 
Active Member
💻 Oldtimer
Joined
Nov 18, 2002
Messages
4,201
Best answers
0
hmmm, i cant really crit anything, it looks to me very well done. gj!
 
New Member
💻 Oldtimer
Joined
Jun 14, 2003
Messages
1,397
Best answers
0


Last little update of the night.
 
Active Member
💻 Oldtimer
Joined
Nov 18, 2002
Messages
4,201
Best answers
0
its hardly to see the tweaked stuff but noticeable, it really looks good, nice smooth, proporational owell... nothing to crit.
 
New Member
💻 Oldtimer
Joined
Apr 14, 2005
Messages
4,022
Best answers
0
I agree with Try, it looks most excellent. :yes: Keep it up!
 
New Member
💻 Oldtimer
Joined
Jun 14, 2003
Messages
1,397
Best answers
0


Updatzors!

@ Ne0teK - Where you been, foo?
 
New Member
✔️ HL Verified
💻 Oldtimer
Joined
Nov 14, 2003
Messages
3,974
Best answers
0
upper arm is too long, looks like his fingers might be too.
 
New Member
💻 Oldtimer
Joined
Jun 14, 2003
Messages
1,397
Best answers
0
Noted.


Last bit of progress tonight.
 
New Member
Joined
Oct 21, 2003
Messages
697
Best answers
0
kind of a strange way to pose the hands being that it looks so unnatural
 
New Member
💻 Oldtimer
Joined
Jun 14, 2003
Messages
1,397
Best answers
0
That's just how I pose my hands?
 
Active Member
💻 Oldtimer
Joined
Nov 18, 2002
Messages
4,201
Best answers
0
o_O wth, the hands are fine, just add nails.

awesome dude =)
 
New Member
Joined
Oct 21, 2003
Messages
697
Best answers
0
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
 
New Member
💻 Oldtimer
Joined
Oct 3, 2004
Messages
1,462
Best answers
0
dynamic` said:
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
Yes.. and
Link's undergarments were skintight~ not loose and hangy. You need to define his knee cap and as the clothing is tight, you can get away with defining some of the major muscle groups (calf/thigh) cause right now his legs look like pudding. Make his belt higher and his tunic bow out more around the waist... if you can spare poly's... model some more folds in it to make it less 'fatty'. Also, his arms are wayy to long and lanky to fit that body~ or maybe they just look a little distorted because his shoulders are huge, but they are too long. I really like it so far though.. are you using a meshsmooth modifier by any chance?
 

Users who are viewing this thread

Top Bottom