Hmm...intrigued and if I could also attempt to pin down the artist, spent an afternoon running a search however thus far no dice but here's something although a low poly character, I'd say a PBR workflow might've been similar to what was described in the OP i.e. "high end pixelart textures"
https://www.artstation.com/artwork/qJNJE2 The rainy night in the corridor of the Resident Evil Opera House in my fantasy is another huge project. I hope I can complete it smoothly. . . As early as 2021, I made the lobby part. At that time, I basically made assets according to the specifications of UE5. Now I have time to continue the production, including the entire theater interior and various function rooms, and plan to make a large map. https://youtu.be/Jn3zKnS2YXI Type your message
I had completely stashed this project to the side, because it intimidated me a lot. Instead of leaving it in forever hiatus because I'm not at the level I want to be, I just decided to get into it, even if it's not perfect, and tweak it along the way!
I still tried to use past feedback of course, and it proved massively helpful. Thank you so much carvuliero!
Here are a few screenshots of the current state. I decided to start with a symmetrical model instead of asymmetrical, for reasons you can imagine.
I've already started working on the gears that will be present on the face, but I believe next step will be to merge the horn base with the facial pattern, either that or start working on the hollow in her body as to not get too lost into details.
Please let me know if you have any thought, whether it would be about bad design, anatomy, future ideas etc!! I love to hear it all :]
(Last thing I wanted to note for future reference, I read up on a technique called "primitive blocking" on Twitter the other day, it's the best!! I think I will use it forever. Have a good day!)
Long time no see! Due to some real life stuff I wasn't able to post for a while. I've been studying anatomy a lot on paper past month, and I really needed it!
I still don't have much to post concerning this project, besides the fact that I attempted to pose a skeleton inside, (Thank you Fabricio Works!) to see if things made sense. I'm not quite sure if it looks believable, but there's definitely some underlying issues with the way I had my model originally.
When the skeleton is done, I'll start layering muscles :]
Thank you so much for taking the time to comment and critique so thoroughly carvuliero!
I'm a bit sad this does not communicate the feeling I wanted people to feel, they're not supposed to look miserable. I suppose I need some more practice!
The message I had posted above was supposed to showcase a sort of rough study, I suppose the quality is not there either then, do you suggest I just make 5 more of these before jumping in? Using my own hand as reference, or anatomy books? To clarify, I've done all the hand poses present with my own hand to make sure they made sense (gesture wise, not proportion wise. I'll admit the proportions were rushed)
As for the big thigh gap, is it ok if I don't include it? I might be wrong but I feel like it makes the character too thin for my liking.
I'll take the time to study everything you included in your critique for sure, I can already see how it will help in improving this massively. :] Thank you again! Next post will be focused on correcting everything.
If any other kind person has something to say, please go ahead! As said previously, I want to make the anatomy really accurate and pleasing to look at. Thank you in advance -------------------------------------------------------------------------------------------------------------------------- Edit: I sorted through the feedback and made a plan of attack. Putting it here so I don't forget
HANDS:
1) do more 3d hand studies before jumping in
2) make a hand drawn diagram of what you find out
3) have the positions in space make more sense. draw out the invisible arm connections and line them up. but also, consider arcs.
4) when seen from above, wrist should be thinner than palm of the hand. fingers align with the palm.
5) on the hand, middle right, thumb base and thumb should be bigger.
6) same hand, consider arcs.
7) on the hand, middle left, the position could be more natural. Take the pose and reference.
8) hand bottom left, the thumb should be more forward.
HEAD:
1) fix the hair on the head to look more accurate to concept
2) place the eyes.
3) make the head look less shit from the side
4) think about the suggested twist. It's not present on concept but probably looks nicer
Most likely it's related to the IBL sampling which can have a fairly significant impact on perceived roughness without actually breaking the maths - in theory it can interfere with the amount and diffusion of the light coming from the sky
It's something that can be worked around but I suspect that supporting panorama images rather than properly convolved cubemaps for the IBL makes that difficult - the maths are a bit beyond me when we get to this sort of thing tbh.
I've not looked at the shader code for either application since they adopted the Adobe materials but previously the IBL sampling in Painter was a lot more sophisticated than what Designer offered - I wouldn't be surprised if that was still the case
You could also try combining two bakes. Also, if the outer hull is supposed to show up in the normals from the front, make sure to adjust the lowpoly/cage accordingly.