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X23 - Comicon Challenge 2014

polycounter lvl 10
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X³²Lapis polycounter lvl 10
Hey ya everyone, been a while since I posted. So I decided to join this years comicon competition and try to get my ass back into gear.

I decided to do Laura Kinney aka X23 from X-men(although later she got her own series)

Amazingly I actually finished(more of less) my entry. With my inexperience I feel I didn't do her hair justice, I unfortunately ran out of time and had to revert back to a proxy hair I made for her.

Also I probably could've saved a lot more UV space by just mirroring the boots, they are so dark in that lighting that they pretty much look the same anyway. I originally wanted to make one side a lot dirtier like she had been knee or laying on that side more. But it didn't come through enough.

Also as almighty_gir mentioned the terminator zone where the SSS is most obvious needs to be toned down. Although to be honest I only bought Marmoset 2 on the day I started texturing, but the settings and stuff were similar to some of the shaders I've used in Maya so it wasn't too bad.

x_23_final1.jpg

x23_final_presentation_sheet1.jpg

x23_construction1.jpg

x23_final_texture_sheet1.jpg

x23_reference1.jpg

Thanks for looking

Replies

  • Bedrock
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    Bedrock polycounter lvl 11
    Character looks great, but that concrete wall looks absolutely horrendous and I would probably just remove it altogether. In the pictures you did remove it, well... the arm is no longer resting against an object, so it looks a bit confusing and out of place.
    You could probably leave it as it is, but I think lowering the arm into a more resting position would really help with the silhouette.
  • X³²Lapis
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    X³²Lapis polycounter lvl 10
    Bedrock: You are totally right the wall is horrible. Yeah if I do remove the wall I would probably lower her arm, it would look weird having a arm sticking out of her head. Thanks for the critique buddy appreciate it
  • PyrZern
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    PyrZern polycounter lvl 12
    Her right hand looks kind of weird from that angle. I know 2d artist would avoid posting like that altogether.
  • slosh
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    slosh hero character
    I think someone mentioned this in the "what are you working on" thread, but there is something weird going on with either your skin shader or your light settings. The harsh line where light ends and shadow begins looks very strange to me. Given subsurface properties, you would see nice gradual fade into shadow. You may want to revisit the lighting and shaders on her skin.

    edit: oh, you already mentioned it in ur brief...my bad. Anyways, I would work on that first and foremost.
  • X³²Lapis
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    X³²Lapis polycounter lvl 10
    PyrZern: Oh I only just noticed it, thank for the feedback I think I actually went through quite a few iterations, it went from pushing off the wall,fist,to some other random thing.......actually I think that's what it is now.

    slosh: Oh yeah, I think I need to tone down the scattering as well as my bad lighting isn't helping either....

    Thanks you guys I raelly appreciate you guys taking the time to give me feedback on my piece :)
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