Thanks Tilesfor interesting links to look in . Yeah. with a nice photo I wouldn't need anything for sure. Just hope for something that could quickly do that nice photo from a total crap. You tube video frame and such .
Yeah heavy gradients in a tangent space normal map or differences in shading between the low and high poly causes:
More shading errors if the baked normal map tangent space isn't synced with the engine More shading errors if there's not enough resolution More shading errors the heavier the texture compression More obvious shading issues on LOD1+ if sharing a normal map Higher disk space usage once the normal texture is compressed to disk
None of these are bad enough to ruin an asset, but just things to keep in mind and reasons to pay attention.
On the door texture I like the overall feel of it, but there's a few things that are a tiny bit off. There's an overlayed pattern across all of the wood that it makes it look more like one carved piece of wood instead of separate planks. The middle split between the 2 halves is getting a little lost, it's more subtle than the other planks edges.
I'd agree that the blockout needs some more work before you progress. This seems to be very obvious, but I don't know why the character would be in there otherwise. So just in case: Not knowing anything else about the piece, the scale seems way off, even if we assume the character stands for a creature with different proportions like a dwarf or a stubby pixel art figure (but I guess only an actual standin with the target proportions would allow for a final judgement). With pixel art, some smaller elements might be depicted a bit bigger to allow for them or their details to be readable at all, and the size of the character might actually be different (usually bigger, though), so you might have to adjust some of it, but you seem to have veered from your inspiration in ways that don't immediately make sense to me. Maybe to accomodate the small character? Or it's remnants of sticking to the first sketch initially.
You also seem to have misinterpreted some of the elements, like the base of the fireplace being a raised counter in your version (which might also mess with its 3D position). I can't quite make out if the little table (the disk in front of the fireplace) is resting on the ground in your scene. Maybe I'm seeing some contact AO, maybe it's just a shadow that creates the illusion.
The camera looks good, but it's not isometric, in case that matters.
the box nearest the character and the cloned version in front of it a little off to the left the top of that seems wider than the reference i am almost sure that this is just cause you wanted to block it all out quickly and is no where near done.
Hope that wood flooring gets added, i think this would benefit greatly if you found some sort of way to make each element that is "somewhat duplicated" like the wood floor look unique from every other one, i.e. making about 3 separate wood planks, and or doing some fancy tricks to get a design that you could rotate or manipulate the wood pieces, so that they appear all unique as if you made them all separate objects with their own .u.v. spaces.
i like this and look forward to seeing more of it as you go along.
I'm a character designer and illustrator with a master's degree in illustration. I have mainly worked in advertising, like Optic Digital’s England Economical Development in History. I also have experience in concept design, working on projects like Battle Shoot and card games such as Maxon’s Heroes of the Legend and Recently worked for Never Say Die records ( Cover Art for SOLTAN). Experienced in 2D character concept and prop design, illustration, with a keen understanding of visual storytelling. With 5 years in the game industry, I collaborated with Keos Masons, contributing to three NDA-included AAA games. Currently seeking a related position in gaming industry. my portfolio is visible at https://www.artstation.com/arianz and if you are interested or have any job suggestion please contact me here or artstation /https://www.linkedin.com/in/arian-zamanpour or just email me at https://polycount.com/post/discussion/arian.zamanpour@gmail.com. Here is some of my works to get familiar with my art style :
Great links! Just a heads up that the main pose is drawn in perspective (we look at the head from below and on top of the feet) so you can't simply measure down to the toes. Then again, you normally wouldn't measure hair that's sticking up like that to have a better base of comparison to usual proportions, but I guess any fixed element is fine as a unit of measurment. Seeing how exaggerated the proportions are, I'd probably simply feel it out for something like this and check how it works from different perspectives.
Most obvious problem at the moment is the much too wide waist compared to the concept and the anatomy. Seems a bit like a blend between a naked body and the armor already applied in places. Obviously, much of that will be covered later, so in my opinion, it would make more sense to keep things more simple, here, and do separate anatomy studies with normal proportions first to get your bearings. Probably not as fun, though.
You can post the link otherwise he is talking about this one i believe.
It helps us so now that we have the source material we can better provide feed back for you.
You are using Blender?
Here is a full video guide that you should put time into, i have never used this but with this much effort by the presenter i am sure you will get a great free education on how to do these things properly the 1st time instead of the guessing work and long amount of years of trial and error.
You did not mention if you have a source material you used to learn the tools you are working with and i am not just tossing this video list to brush you off this is so that you can get results quicker and hopefully a few things explained at your speed rather than waiting around for users to post feedback. (i.e. you get more done while you are learning)
Hope it helps and will keep you pretty busy if you really want to do this stuff, i am not very frequent on here much lately but 7 days window on and possibly off. So maybe someone learning like you wants to share their experiences or whatever and can help with the rough edges of the processes if the videos posted do not.
We all await you next post in progress, give it a week before you do so that it is very meaningful unless someone adds more to what you posted.
reference is about 9 heads tall.
Yours is about 8.5 heads tall, i did this very roughly so perhaps you can be spot on though you seem to know about heads tall so, perhaps re-review this part as you want it to be correct.
Neat character, looking forward to more, rooting for you.
Final post is up on Artstation, I'll definitely make another post to present the props and a few breakdowns at some point. Not much traction here haha, but I'll still post the link and a couple images: https://www.artstation.com/artwork/3E1q32