This was fun. His heads a bit square still, and I just noticed the finger textures arent there yet. Cheetah all the way!(and photoshop5+Unity)(!)
AC
45433–1646–$billy_682.zip (870 KB)
This was fun. His heads a bit square still, and I just noticed the finger textures arent there yet. Cheetah all the way!(and photoshop5+Unity)(!)
AC
45433–1646–$billy_682.zip (870 KB)
Nice
Does Billy normally wear turtleneck sweaters? Because he has a bit darker tan on his head than on his neck/arms. But maybe that was what you hinted at with “finger textures”?
Good job! I would recommend using reference of a human figure on an image plane behind your character while modeling. It will help you to get the proportions correct and understand the flow of human anatomy to create a more appealing character. You can never have enough reference. In my opinion, always use reference even if you are creating a cartoon character. If you start something with realistic proportions then tweak them to get a more stylized or cartoony look then your character will be more convincing.
heh good comments guys…thanks
Garen>Yep next time round I’ll have the reference sorted-I figure I’ll churn out a few characters until I get really fluent at it. Its amazing how wrong a human can look when the slightest detail is out of proportion…Thanks for your feedback.
AC
lokking good so far targos - i second what garen said having reference images is the way to go will also make your modelling work easier IMO ; )
its that ‘uncanny valley’ thing - sometimes even AI actions can creep me out if they’re close to, but not quite human-like.
good stuff Targos - how many polygons? Looks to me like you could afford another loop cut or two. He should be easy to rig and animate in Cheetah, since he was made there…