this is looking kick ass! I like the gun but I think the reference has a nice gap with a thinner barrel between the main body of the gun and the big fat silencer/suppressor and that would help sell the look of the weapon.
I've been following this since day 1 and I must say that I really appreciate that you are sharing your process and resources and not just a current WIP, makes it interesting to read every entry. I don't have much to say about the model other than that she is looking rad so far! Keep it up!
good tip on using directx to preview hair cards, always been a pain for me to do hair shes looking great, youve done a good job of critiquing yourself too so its gonna look great.
Great work so far. I have been following since the beginning, but I didn't have any critiques to give.
I feel like the materials are too similar and seem kind of plasticky. I am not sure how good the materials are in marmoset, but having dirt or more roughness (something like this) or some kind of pattern/trim might help.
Do you normally test the deformations of the mesh before uving/texturing or do you just know that it is going to deform well?
Materials feel pretty similar at the moment. I would try and work on microdetail and spec to see if you can make different materials more readable as such. And I assume you're getting burnt out but I would still texture that gun...I get that it's not the focus but feels unfinished if you didn't IMO. Still a strong piece as is but that extra effort will pay off I think.
I would agree with slosh, the gun doesn't need to be a hero asset but could use a tiny bit of love. Materials could also be pushed a bit further, things that are more matte maybe or that feel like there is general wear, not beat up or trashed but a level of maintained use. You have it in some areas but not in others I think. Having said that are these your final poses? I understand that feeling you get at the end of a project when you just want it to be done but I think your missing out on opportunities for more dynamic poses/lighting and does the work you have put into this justice. A pose in action with that type type of high contrast neon lighting would really sell the GITS feeling I think.
Some pose/lighting examples that I am imagining maybe not these exact poses/lighting but along these lines as far as in action and lighting contrast.
Awesome work so far! Got to agree with slosh and MrHobo there, especially about the pose. Motoko is a badass female protagonist, and having a much more dynamic presentation would represent her character more faithfully to the source material.
Replies
I feel like the materials are too similar and seem kind of plasticky. I am not sure how good the materials are in marmoset, but having dirt or more roughness (something like this) or some kind of pattern/trim might help.
Do you normally test the deformations of the mesh before uving/texturing or do you just know that it is going to deform well?
Having said that are these your final poses? I understand that feeling you get at the end of a project when you just want it to be done but I think your missing out on opportunities for more dynamic poses/lighting and does the work you have put into this justice. A pose in action with that type type of high contrast neon lighting would really sell the GITS feeling I think.
Some pose/lighting examples that I am imagining maybe not these exact poses/lighting but along these lines as far as in action and lighting contrast.