well, the first picture show you even i make mistakes but it was good, so i had the change to solve a little issue in the design
when you look at the sheets in the pdo file you maybe will get a bit confused by removing the internal mesh of the fists i missed/made a little issue but it is not very hard to solve
pic2+3 build the hand until you reach piece 6 don't close piece 5 where you can see the arrow
in the photos, piece 6 still has a single tab in the final sheets, i allredy removed it
close piece 5 only with the sharp tab and bend the tab from piece 5 as mountain then close it with piece 6 (arrow pic 4)
in picture 5 i allready add piece 7 to 8/11 and bend the tabs inside (arrow/ that'S why you can't see them)
attach piece 8/11 at the two big tabs, that you get more stability into the whole piece bend the thumbs backwards and use the tab from piece 8/11
pic 6+7 if you have that, add the pieces 9 and 10 and wrap the rest of 8/11 around
the rest should be easy
the last picture shows the final arms i also let the fists and arms seperated i prefere to do that to
That's some fascinating stuff...I've been studying video game art for a lot of years so I build low poly base mesh characters all the time and this is very reminiscent of that except that in the game engine you can "smooth" the edges so they don't render sharp so as to simulate a smooth surface, is that like 5 points per round shape like on the arm etc?
the smoothing is a pure software based effect actually i could do that in the editor too, but that looks really ugly, because it smoothes every faces also those i don't want what you see here is the original mesh
Very cool!
actually i could do that in the editor too, but that looks really ugly, because it smoothes every faces
also those i don't want
what you see here is the original mesh