Actually NO…
The very last inner toe is very small and was just a little hard to see in the angles I’ve uploaded, and since you so nicely put that to my attention, I’ve uploaded a few extra angles to make it clear:
At this stage I’ve broken the armor a little, making it look worn, rusty in certain places, basically as if it had seen battle. I’ve as well added hands, a shoulder and arm protections.
It’s a mix of alphas found and self made on the internet or in illustrator.
After that, it’s just a question of trial and error until you’ve managed to make it all fit together, correcting it as you go by fading off the excess and linking some aspects of the deco together with the normal clay, or the clay build up tool, which as you know gives more definition.
After you’ve done that it’s a question of making the armor look old and worn, as if it had seen battle, and that’s a question of finding reference of where rust and age cracks tends to establish themselves, and after that just adding cuts bumps and extra cracks.
It is indeed very time consuming, and you have to make sure to be very attentive to detail, but the result is very much worth it, in my opinion.
Thank you, I’m happy you like it.
Now, unfortunately, last time I saved the Ztool, something happened, and I lost some very precious time, I have no idea what happened, but I tried opening it, later noticing it was 17 kbs, I was so angry…
But unfortunately, I didn’t loose it all, just the latest saved version, which included finished hands and the arm protection, so I’m going to have to re-do all that, and perhaps it’ll look better than the first, who knows.
So, all that to say that I don’t have the poly count of the WIP 2 version, just WIP 1, which was:
armor/torso; 10.5 million , head; aprox 10 million , and shoulder protection; 7.5 million.