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#4 (permalink) |
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loves polygons
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I like the concept. I was looking forword to seeing some progress with it. But if you have something better in mind, show us
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http://www.andrei313.com |
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#7 (permalink) |
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Senior Member
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A bit on the cartoony side, but that could easily be corrected with texturing and minor alterations. One thing that leads to the cartoonish appearance may be the lack of skull and skinny neck. Beyond the face, the back of the head is mostly cut off by the round tech section that isn't naturally skull shaped. Build this area up to house a full skull, then bring it straight down behind the ears for a thick neck.
The mouth is too flat from the front, I suggest rounding it out more to give it more natural shapes. Take advantage how much character you can get out of a good brow with a strong, enraged, wrinkled up brow. Also, add a key light to you renders. |
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#8 (permalink) |
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Senior Member
![]() 195
- 23
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thanks for your tips chris, they were taken into consideration when i did the neck, im still trying to get the mouth and head to look right, but since there minor ajustment i think they can be made still.
so far i've finished UV mapping it and projecting the normals, i must say, these texture constraints are killing me .![]() this is the low-res which comes in at 1488 tris |
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