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WIP - Critique - Evee - Real Time Character

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rOblique null
Hello polycount people!

<Intro spiel> I'm new here, and have been getting back into some 3D modelling lately. Some props and characters, and hope to keep pushing myself to improve. I just recently got this character to a point I was happy enough with to share, but realised it's a bit late in the workflow to rework major mistakes. So I'm going to try and put my work out there earlier, and join a community to learn and hopefully provide some constructive feedback for others as well! So here I am. :) </intro spiel>

So this is Evee, based on a concept of my own. The model was sculpted in Zbrush, some clothes created in Marvelous Designer, retopologised in Maya, which was also used for modelling some fiddlier bits, substance painter for baking and texturing. I was going for a stylised look.

Any feedback is welcomed, and I'm looking forward to improving on this, and in my next models. :) Some more shots and breakdowns are on artstation













Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    The hair stands in sharp contrast to the fairly realsitic folds of the clothes.  It looks like it's well on its way to a specific cartoon art direction, but your hair is fighting with the rest of the model.  The style needs to be unified to speak louder and more clearly.
  • rOblique
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    rOblique null
    The hair stands in sharp contrast to the fairly realsitic folds of the clothes.  It looks like it's well on its way to a specific cartoon art direction, but your hair is fighting with the rest of the model.  The style needs to be unified to speak louder and more clearly.
    Hi Brian,

    Thank you for taking the time to look at my model. You make a good point with your observations on the realism of the clothes vs. the stylisation of the hair. I appreciate the feedback! :)
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