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How could i improve this?

polycounter lvl 6
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Tergufdas polycounter lvl 6
I had been working on this for about 2 weeks in zbrush and Maya, now that i started the  texturing, it  just has the base textures (it still needs some wear and tear) i feel like something is missing but i dont know what, it doesn't look how i imagined, it looks kind of plain. what could i do to improve it?

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  • Orsony
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    Orsony polycounter lvl 4
    I think you need to go way back to the design stage and figure out what character you're trying to portray with this model. Looking at it now i'm getting a vaguely villainous vibe (from the skull/mask thing and the dark colours. Some of the textures are looking good (gloves and shoulder pads), but the shirt reads more as thin paper than cloth and that whole upper part seems a bit muddled. 

    Just my two cents, but i'd try to get the whole thing to read as a defined character before going into the small details and texturing stage. 

    Good luck!
  • AgelosAp
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    AgelosAp polycounter
    Some breaks to the silhouette would probably help as well.
    You have some details like creases and folds on his hands that are very restricted,
    that depends on your concept of course but even if the silhouette should be simple I think those details should expand and blend more.
    Also, the lower part of the head doesn't read well, at least to me, I can't tell what it is.

    Waiting to see where you go with this, you got some good stuff going on, keep at it!
  • Tergufdas
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    Tergufdas polycounter lvl 6
    Orsony said:
    I think you need to go way back to the design stage and figure out what character you're trying to portray with this model. Looking at it now i'm getting a vaguely villainous vibe (from the skull/mask thing and the dark colours. Some of the textures are looking good (gloves and shoulder pads), but the shirt reads more as thin paper than cloth and that whole upper part seems a bit muddled. 

    Just my two cents, but i'd try to get the whole thing to read as a defined character before going into the small details and texturing stage. 

    Good luck!
    Hi! thanks for your comment!! I already started over with the design, mostly with the torso and i'll probably change completely the gloves and arms. i think ill add some more armor in those areas, I have a clearer idea of how to go about his now, thanks for your help.
  • Tergufdas
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    Tergufdas polycounter lvl 6
    Firith said:
    Some breaks to the silhouette would probably help as well.
    You have some details like creases and folds on his hands that are very restricted,
    that depends on your concept of course but even if the silhouette should be simple I think those details should expand and blend more.
    Also, the lower part of the head doesn't read well, at least to me, I can't tell what it is.

    Waiting to see where you go with this, you got some good stuff going on, keep at it!
    I'm working on fixing the arms right now, probably going to give it  more armor and fixing the whole upper part, and the head well i wanted to give it something like  teeth but not the traditional skull kind. I wanted them to be a bit more stylized and menacing i guess. here is a closer look :
     what do you think? 
  • Tergufdas
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    Tergufdas polycounter lvl 6
    I went back to the modeling stage and added more armor and changed the shirt design. Im currently working on the sword, but im liking it a lot more now.
    Any feedback and critiques would be appreciated.
  • Tergufdas
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    Tergufdas polycounter lvl 6
  • Amsterdam Hilton Hotel
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    Amsterdam Hilton Hotel insane polycounter
    I think more construction detail would help a lot, the pleating on the shirt is a nice start and showing some more stitching and connectedness of different parts would go a long way. I don't understand the metal rings around his shoulders.

    You have a lot of scratches in the texture that are seemingly all over the surfaces in equal distribution and all evenly weighted. IMO take all that stuff out, go back to flat colors, then move on to texture overlays, then move on to putting in specific details by hand based on reference.
  • Sam Leheny
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    Sam Leheny polycounter lvl 9
    The arms look a bit too straight. I know that's the point, because he's a skelington, but perhaps you could make the fabric a bit more bunched up, to break up the straightness.
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