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Manga Character

polycounter lvl 6
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DiegoBAQ polycounter lvl 6
Hey guys I made this character for a client some time ago, I hope you like it.  Comments are welcome.  :)

High-poly



final game model.  The final color texture was reduced to 1024, but the normal map is in 4096 to better capture the soft details.  




Replies

  • happybell
    Try to spend some time and work on her further.

    Hazardous's miku tutorial on how to interpret an anime face: http://www.hazardousarts.com/Miku_Tutorial.pdf

    Work with reference. Plain cloth isn't so shiny unless it's materials like silk/satin for the ribbon, where there's some spec. Ditto for skin, it looks waxy.



    Boots can be glossier than cloth. The shoes need a proper heel and shape.

    Given that it is a game model and the textures are simple, consider reducing your polys and texture maps. Half the polycount and a 1k map will easily do the job. Her torso was optimized yet her legs and hair weren't given the same love :(
  • DiegoBAQ
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    DiegoBAQ polycounter lvl 6
    Thanks for your critique! This was a job done in a tight budget/deadline. I wish I could have dedicate more time into it, and I had to respect a manga concept so I couldn't redesign the boots or the cloth. I tried to manually sculpt the skirt but I think a physically simulated dress from marvelous designer would have given me better results similar to your reference.  But it could have gone far from the concept, it was a very bulky skirt. The hair was optimized but those cable-like hairs would loose a lot of shape if I kept reducing her polycount. And I could keep writing excuses but hahahaha you're totally right. Thanks again. 
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