I’m aiming to finalize (for a change) a complete full figure humanoid model. I’m posting my start here as a spur. Advice on the way would be great. And, i have a couple of questions, but first the pictures/thumbs.
The sketch that started it all. The reference sketch. The loops. Cam. Right. Front.
I am struggling with the loops where i want to change direction i.e. chin to throat… Any advice/links on this?
I’m not aiming to animate it, but to pose it. Is there anything to think about when it comes to edgeloops around joints, should they be multipled here?
Is there a good/better way to go from “many edgeloops on the top of the skull” to “fewer on the back”? (ex. on the poly front view you can see on his chest, the throat polies (3) merge in a N-pole to 2 rows of faces?
Is sculpt detailing, like in som Zbrush work, even possible with Blenders sculptmode?
What’s a good material/color/light combination for showing models like this when you want to show model detail? Personal preference or ??
What about hair like in Elephants Dream. Any links on tuturials how to do this?
Question Five: Full range of texture maps run through the material nodes is my personal preference. (That is: texture, diffuse, specular, normal/displacement, and there are others… :P)
Question Six: Wait for version 2.5. It will incorporate Jashaka’s particle patch. :P!
… gave it some more hours. Hand and nails. New obstacles… The nails look bad. Generally the hand looks strange. Maybe there is too much detail with nails and creases here.
Should the thumb nail go “on top face” or “side face”?