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What else can I do tho improve the character?

I have to admit that didn't planned to create this character at first. It all just started with some simple clothing in maya and some sculpting practice in mudbox but I decided to take it further in the last minuted and I ended up sculpting a body, the hair and eyes. Now my problem is that I am stuck on what to add next .


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Flat Light

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Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Where are you planning to stick this into? (Game engine? Environment type, game, etc)
  • DWalker
    The wrinkles on the lower legs look extremely unnatural for jeans.
  • AimBiZ
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    AimBiZ polycounter lvl 14
    Yep those lower leg folds look really out of place. I don't think you need to add anything but I don't know what you're aiming for anyway. Give us more info.
  • lotet
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    lotet hero character
    those eyes are really creeping me out. sure they fit into the anime style but they are way to flat/cartoonish for the rest of the body. I think you can ad more depth to them but still keep the anime look.
  • Faltzer
    lotet wrote: »
    those eyes are really creeping me out. sure they fit into the anime style but they are way to flat/cartoonish for the rest of the body. I think you can ad more depth to them but still keep the anime look.

    I'll erase and reduce the intensity of the leg folds and for the eyes well I have seen so many variations that I wasn't really sure which to paint.

    AimBiZ wrote: »
    Yep those lower leg folds look really out of place. I don't think you need to add anything but I don't know what you're aiming for anyway. Give us more info.



    Well I wasn't really aiming for anything at the beginning but I guess completing a simple anime character would be the best since I took it this far.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Assuming you're here for video game art, I guess just make sure it's ready to be rigged and stuck into most game engines with little to no problem.

    Do you have a final polycount you're aiming for?
  • Faltzer
    Assuming you're here for video game art, I guess just make sure it's ready to be rigged and stuck into most game engines with little to no problem.

    Do you have a final polycount you're aiming for?

    Yes, I already have a low poly version sitting at 12k tris ready for baking. I also did deformation testing as well.

    I guess I should have mentioned that as well in my previews post.

    I just want to know how I can take this model further in therms of details and design.

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    If you want to talk details, what is she supposed to be? At least, what you have as in her head? It's really hard to zero in on a design without a clear purpose.

    Otherwise, just details that are up to you (or dependent on what the character IS or was BORN FOR) Belts, bags, purses, hair clips, eyelashes, drugs, guns, swords, laser cannons, dogs, cats, toys, oxygen rebreather, gas masks, bats, clogs, etc. Whatever makes it look "cool."

    Frankly, if this was just a spur of the moment piece, just call it a day and get started on a new one.
  • Faltzer
    If you want to talk details, what is she supposed to be? At least, what you have as in her head? It's really hard to zero in on a design without a clear purpose.

    Otherwise, just details that are up to you (or dependent on what the character IS or was BORN FOR) Belts, bags, purses, hair clips, eyelashes, drugs, guns, swords, laser cannons, dogs, cats, toys, oxygen rebreather, gas masks, bats, clogs, etc. Whatever makes it look "cool."

    Frankly, if this was just a spur of the moment piece, just call it a day and get started on a new one.

    I guess you are right, I just got carry away on adding more with out thinking things through. No point in working on something that was not planned from the beginning .
  • garriola83
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    garriola83 greentooth
    If you want to talk details, what is she supposed to be? At least, what you have as in her head? It's really hard to zero in on a design without a clear purpose.
    This. Every polygon should have a purpose. I say exercise your art muscles first before you can build muscle. Start with small projects: head studies, anatomy studies, really observe, then tackle a larger project. Your model wasn't bad per se, but yeah keep going
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