So I have been working on this stylized pirate character for a while now and I think I am Finally done textureing it. Let me know what you think of it please.
So I'm definitely not a character artist or any good judge of anatomy, but I would revisit the facial anatomy. The bone structure seems exaggerated to the point of almost being alien, especially in the lighting you have.
If you'd rather focus on pushing the character further then I'd suggest adding some detail to his clothing. Patches, rips, tears, stitching, sunbleaching, water damage, some trim to his coat sleeves, some blood on his collar -- he's very generic for now, especially for a stylized character and even more especially if he's supposed to be a main character.
Ahem, yeah you gotta revist that facial anatomy, there are weird landmarks ocurring where they should not be. Can you post what your sculpt looks like.
Also, what are you rendering in? I think we can really improve the skin if you have a skin shader to work with.
Your material definition definitely needs work. I recommend downloading the donated free character assets from the 3D giveaway, and observe how they got their roughness and metalness maps done to really defin the leather, metals, etc.
@JadeEyePanda
Yep here is an older version of the sculpt. the face should all be the same except for the ears. (I would render out the current high poly and upload it but I am away from my desktop)
Im rendering in marmoset toolbag 2 And I will give them a look, thank you.
I'm no character artist / artist, but what's the poly difference between the high and low versions? Sometimes trying to bake sharp angles / features becomes more time consuming than just having the higher poly version, minus a few things.
Planes of the Head - It gets posted a lot but it really does help, use this to help build your forms, even better have a go at sculpting the head.
It will give you a better idea of how the forms are meant to flow between each other. At the moment areas that connect the mouth to the cheek and the eyes need a lot of attention.
Replies
If you'd rather focus on pushing the character further then I'd suggest adding some detail to his clothing. Patches, rips, tears, stitching, sunbleaching, water damage, some trim to his coat sleeves, some blood on his collar -- he's very generic for now, especially for a stylized character and even more especially if he's supposed to be a main character.
I hope that helps!
/butts in
Excuse me sir, I'm a professional! I CAN DO IT!
/trips over foot
/gets back up
/brushes off jacket
Ahem, yeah you gotta revist that facial anatomy, there are weird landmarks ocurring where they should not be. Can you post what your sculpt looks like.
Also, what are you rendering in? I think we can really improve the skin if you have a skin shader to work with.
Your material definition definitely needs work. I recommend downloading the donated free character assets from the 3D giveaway, and observe how they got their roughness and metalness maps done to really defin the leather, metals, etc.
@JadeEyePanda
Yep here is an older version of the sculpt. the face should all be the same except for the ears. (I would render out the current high poly and upload it but I am away from my desktop)
Im rendering in marmoset toolbag 2 And I will give them a look, thank you.
I don't think I understand.
Can you mark on the sculpt where you think the anchor points are for your clothing folds? Can you post that image here?
Also, can you circle where you think his clothing bunches up, meets resistance, etc.?
It will give you a better idea of how the forms are meant to flow between each other. At the moment areas that connect the mouth to the cheek and the eyes need a lot of attention.