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# 66 13-08-2008 , 02:32 PM
gster123's Avatar
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Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
To be honest, with the intorduction of Z/mudbox I really cant see a point for such high counts, I've seen many works using that method, and i've tried it myself, and its great, but as with everything in 3d theres many ways to go about it. Personally I would go for low poly, getting the best from what you've got then go to Z or mud and then go from there with displacements or with normals, to me its more flexible and you can animate with the base mesh not with 30,000 polys.

The models looking better, fits with the face more, I would personally reduce the, not to sure if this is the correct term for the muscle the teres major (shoulder to the mid body area on the back) I would be inclined to make that part look really skinny, and lowere the amount of muscles in the arms, dont know why, but might be worth a look?

Cheers

Steve


"No pressure, no diamonds" Thomas Carlyle