thats looking really good, but his arms are too long, and on the back of his headd, the hair should not be flat. i will try get some pics of the back of his head
well i can see there u made some fixing on your model ^^
i mean polys. U have to restar the skining i mean to assing it on the model.
btw: i made my self a gohan chinese school outfit but it was a ripping and it doesn't look good because ur model looks nicer ^^
okay, i reduced the polies on the face, and now i was able to make the hands and feet smoother. Try and see if u can spot the difference on the face now that i have reduced its polies.
umm i could use some crits, i feel a little lost here, like i don't know what to do
should i give him some cool eye catching animations?
should i destroy this mess?
should i tackle the mess of making ssj2?
anything i need to improve on him?
hey man ....
i got no critz but make a new thread and release the gohan
next don´t make dopple post.....
some times i fell me lost too
because look at mz krillin thread there are one more looking at the thread....
but yet made super vegetto a new thread of mz krillin with skining....
erm i c ..... not really. unless u mean it's curving inward at the lower part of the nose, ya i know, one of the problems after i welded some vertices together.
it's done, i tried to make ssj2 hair, but i'm having extreme difficulty, so i'm just gonna leave him like this. Feel free to rip, destroy, burn or whatever u want with it.
OK. The model.... From the front it dosn´t look bad, but from the side... you should fix the side- view... And from the back he looks really very good! And the model looks much better ingame than on ure pics! But please, fix his strange heands.
And @Nuttzy... I don´t think the model looks like 600 polys, because just the hair must have around 300 polys... and the both hands together must have ~300-400 polys -------> just the hair and hands together= ~600-700 polys!
And ]V[ZGohan, do never snap polys or vertexes together in ms3d! You won´t reduce the polycount with them! U just will make the model looking low polier, but it will be as high poly as before! If u snap ur whole model to 1 Vertex, it will have the same polycount as before! I think that´s a bug in ms3d but i am not really sure....
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