Whoa! I wasn’t expecting this kind of reaction. Thanks to all that posted. Your comments and critic’s have inspired me with more energy and passion to improve my work.
I think the broken/flat spot on the cheek is a factor of my laziness. Originally I had side burns sculpted for both sides. But during the sculpting process I removed one side and forgot to inflate the check bone that was under the hair, hence the flat spot near the ear. I’ll fix this up during the next update.
I totally agree with your crit about the lack of detail in the hair ibrahim_gabr. Again this is partially due to me being a little lazy. The hair subtool has reached the upper poly limits that my poor old machine can handle. If I spend a bit of time, split it into a few subtools, and hide the seams, I should be able to add more detail.
The chain mail was constructed piece by piece haha. It was the only peice of mesh that I took into another external program. Unfortunately the rotation and translation tools in ZB were a little slow and cumbersome to use. I exported a low res mesh of the underlining shirt into maya, and placed each chain ring on top. It took a while, but with some relaxing music in the background, the routine of copy, paste, move, rotate became almost relaxing… not that I would ever do this again!! haha. Below is a screenshot of the chain in maya.
Thank you once again to all who commented. I was going to leave the bust at this stage, but your comments have inspired me to investigate texturing and rendering. I’ll be doing my best to stay completely in ZB, as it’s the best way to force myself to learn all the fantastic tools of version3.
Keep the comments and critic’s coming.
-Toasty