i did a little re-mapping.. is it bad if i added groups?.. im nub to meshing so <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Why is the middle of the scales like that? I filled in all the lines? Is it the mesh or me? And that isn't done that was just me starting then i noticed this:
Well I found out that we need this remeshed if its going to be skinned. In order for it to fill in you have to color outside of the mesh which is retarded. Plus it makes it next to impossible to skin since you have to place guesswork as to what will show up. Heres what the skin so far looks like cuz of this:
Spikes look better when meshed from fromt view. And I suggest to make the textures larger than my mesh... Makes it easier to use the texture for simular models or lowpoly model.
LoL! Hey dude this mesh is a lot cleaner and the model looks a lot smoother! Good job fixing that up! I will post a picture of the backspikes once I am done.
you have very basic colors i mean you need some light/dark contrast. Try to add grove lines to the claw/teeth. and a more bony look to the carapace. Kinda like geeks carapace for the other zergling.
hrm.. i was really hoping that Hyper would have a go at this like he said he would. Yours just doesn't have any detail commander ... i've been trying too and its quite hard . <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Comments
Im no longer working on this...
(in the head: "top part" = "front" / "smiley mouth" = "neck")
(the lower part if the tail is mirrored against the upper part , minor bug)
Spikes look better when meshed from fromt view.
And I suggest to make the textures larger than my mesh...
Makes it easier to use the texture for simular models or lowpoly model.