Hey guys,
Copy+pasting this from my Polycount thread, thought I'd post it here to see if any of you guys have any input you'd like to share!
Got a quick question for you all; how would you go about making the base mesh for an astronaut-type character in this sort of style:
[Blocked Image: http://lh5.ggpht.com/_WDmOOECn9i0/SNlS_shdwPI/AAAAAAAAC4Q/nmCDQDg9Tok/IMG_6433.JPG]
I'm not sure whether to make a very simply base mesh in Max and just sculpt everything, or make the hard edged stuff such as the helmet ring in Max and import them onto a simple base mesh also made in Max.
Main question is - would you sculpt the zip pouches from the flat base mesh, or model the pouches in Max and just sculpt creases and the zip?
Looking forward to hearing the different ways in which people would approach this.
Cheers!