look this might just be my personal opinion but work on the face. the model looks fine but the texture for it. i just really don't like the look however other that it looks really nice.
do you have a concept....she looks old..if it was ur intention ignore it...her glossy lipsick and her eye makeup don't suit the character...her face lacks in assassin character(looks soft right now)..u may want to add some weapons or gadgets to add more feel to the character...
Using so much geo doesn't mean it's next gen ;p It would probably be a pain to skin her and animate with so much geo. You could have used smaller amout in places.
I like her though. Textures (especially faces) aren't as good as sculpts. Those are really really good.
Also presentation would be better if it would be a bit sharper instead of all those intense lighting and blur/bloom.
you should work much more on the silhouette of your char...
if you apply a surface shader to your model and turn it around in the viewport you wont see all those polygons... i could create the same silhouette with a 10th of your polycount...
and do yourself a favor, change the fov so the character doesn't get skewed so much
i like her, I agree with oglu tho, the idea would be to use those polygons, instead of just pumping them up all over the place. like, why are the wristbands so much higher in res, than most of the other stuff?
Mmmm next gen isn't about the poly count. I think if a studio hit a poly count of 80k on one of their characters it's probably because they needed to. You should only use the polys you need to use, I bet you could cut that poly count down by over 70% and it would still look the same.
I like her design though, reminds me of Adam from Deus Ex: Human Revolution.
The update on the face is a lot better. I agree with the others that geometry could be used a bit more wisely. She looks nice and smooth all over her body/face, But her hair has a very low poly and faceted look. I'd spend less geo on areas like her nipples (or where they would appear to be, unnecessarily dense) and stuff like the wrist bands, and more on the hair on places that are excessively low.
very nice... still think theres far too many polys in say her crotch compared to her shoulders which would show up in deformation.. but i can see why you want to call it done
on a side note ive never understood the fashion for ladies of the future to wear quite so much virgina protection.
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I like her though. Textures (especially faces) aren't as good as sculpts. Those are really really good.
Also presentation would be better if it would be a bit sharper instead of all those intense lighting and blur/bloom.
All in all - great work!
if you apply a surface shader to your model and turn it around in the viewport you wont see all those polygons... i could create the same silhouette with a 10th of your polycount...
i like her, I agree with oglu tho, the idea would be to use those polygons, instead of just pumping them up all over the place. like, why are the wristbands so much higher in res, than most of the other stuff?
I like her design though, reminds me of Adam from Deus Ex: Human Revolution.
Good work overall though! Looking pretty sharp.
on a side note ive never understood the fashion for ladies of the future to wear quite so much virgina protection.