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Fresh new videogame character artist looking for tips & crits

Hi, my name is Juan Sergio and I recently began working on a personal project as a videogame character artist.
I'm very new at this so my pipeline is still in the works, I'm currently using Zbrush for the sculpt and polypaint, 3DCoat for retopo, xNormals for maps and Maya for UV's, rigging and animation.
However, and this happens with many of my finished characters, when I preview them on Unity it somehow looks kind of muddy? I'm not sure if it's my imagination, but I'd really appreciate any help on this matter.
Here's the entire work for a character I recently did:

tumblr_n1wh35piuQ1rgz1w0o1_1280.jpg

Thanks a lot in advance! :)

Replies

  • LMP
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    LMP polycounter lvl 13
    It's cute, overall looks fairly solid, perhaps a specular map to really get the most out of the normals?
    If you could pose the character to give it some emotion like in the concept, it would really increase the appeal.
  • Amaakir
    Thanks!
    I'll need some help with the specular map, I'm new to this so I've been investigating a lot :P Any tips on creating specular maps, etc?
    I'll definitely try posing him as well :D
  • Amaakir
    I worked a bit on the spec map for this little guy, here are the maps used and a little comparison before and after spec map was used.
    I'll work on posing him now so I can get more appeal, but any critique or tips would be highly appreciated.
    Thanks in advance!

    ckof.jpg

    tumblr_n3utf2Urek1rgz1w0o1_1280.jpg
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