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
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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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