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#11 (permalink) |
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Senior Member
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Hey its cool, no probs
Like I said its coming along great. The measurements (or canon as said before) are just guidelines for what may look believable, its up to the artist to choose how they want to deviate from those guidelines later on to create something stylised, e.g. shorter legs may give the character a dwarfed, stumpy look, or a smaller head on a thick frame tends to make a character look larger than they would normally appear to be. I mentioned the legs as from the concept I assumed you're not going for a stumpy character but more an agile one, like he should be able to move around quickly. Looking forward to seeing more ![]() Last edited by Torch; 16-01-2013 at 04:07 AM. |
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#16 (permalink) |
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Senior Member
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Hi man, cool start on the texture, glad you kept this going. Up to you how you want to do the textures - I would personally recommend using the Polypaint as a base for your texture when you have your Game Res mesh ready and do the rest in Photoshop or projection painting (just because your texture res in ZBrush is dependant on the amount of poly's in your sculpt and can come out a little muddy.)
Also good choices on the red & gold scheme If you wanted to experiment you could also consider Blue/Gold, similar to Malik from PoP: ![]() Last edited by Torch; 27-01-2013 at 05:16 AM. |
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