Dude where did you get that tutorial from. I want it bad.:bow:Originally posted by DJbLAZER
Very nice... but are you using a tutorial? It looks very similar to this orc from a tutorial:
Considering your UserTitle's "Max User" -- was the UV map peltmapped? If not -- awesome attempt. Though -- I should mention that everything beyond the knees are off the plane -- and thats quite high poly for a game... pretty much anything but HL2 would die with that.Originally posted by Funky Bunnies
Cool, thanks for the crits, Vlad and Jay. I'll change up the UV layout if I can figure out how. I'm struggling with the chest detailing a bit at the moment, but hopefully I'll get something done by tomorrow - Been a bit busy. I'm going for a fairly skinny Orc creature. This would be a lot easier if I was allowed to use Zbrush for this...
Jay: Thanks, I usually don't put such a sloppy quad in the middle of the cheek, but this saves a lot of geometry from being modeled and fits nicely with the shape of the cheek I think.
vladimirjp: Anyway, definitely looking forward to your Orc, man.
You dont need to remodel anything IMO, its a case of just deleting the right set of edge into a single flowJay: Thanks, I usually don't put such a sloppy quad in the middle of the cheek, but this saves a lot of geometry from being modeled and fits nicely with the shape of the cheek I think.
Where can you get this orc tutorial at? It looks really cool.Originally posted by DJbLAZER
Very nice... but are you using a tutorial? It looks very similar to this orc from a tutorial:
The neck looks awesome, I've been trying to do a neck like that for my model but have been having troubles trying to get the line works working without having so much lines. Also stuck on doing the legs with all these muscles. Looking at the edges on your wireframe gave me some help.Originally posted by Funky Bunnies
Greetings, I realize there are a bunch of orcs floating around right now for some reason, but I didn't realize it was so un-original until after I alreadystarted haha.
anyway, here's my last useful update to it:
Sub-D. I plan to switch back into polygons for the rest of the body... guess I was a bit too hasty to give sub-d a try.