Very funny, he's completely brown.Worse quality, but better skin tone.
Arq, you have to be on the higher sub division levels to smooth noise type details.
When you move to the lower sub D. levels you are not smoothing the detail that was added on higher sub D. levels.... as much.
I think of the lower levels like using a Free form deformer, it's more for global adjustment.
When smoothing high frequency detail, target a higher sub D. level.
When smoothing general forms, like a cheek bone. Move to lower levels and work your way up.
Scanned MK1 cabinet side art was posted here before;
Bleed, Cage looks good, little too old yes, but likeness is there. I think you are still having problems with hair, it should go up in volume. Now it looks like an old mans hair all dried out ready too fall off any moment (that might be from the program tho) I know I'm repeating myself but I still like the first hair you did the best;
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This just looks spot on imo, especially from the side.
Hi Cris, cool work on Sonya.
I'm looking at some MassFX tutorials for 3ds.max 2013 tonight, looks like I can have the cloth and hair animate with a game style simulation.
Bone chains to animate cloth and hair for example, Scorpion's rope can have a realistic animation. Stuff like that, looks pretty interesting.