I've been using 3d software for a long time but have always had trouble learning and finishing projects. After a few years I'm barely at this level. I'd like to finish this and end up with a nice render.
I understand anatomy is basic, details are lacking and polypaint is minimal. What more can I improve and how so?
I'm very rusty and not very experienced so I'd appreciate all criticisms and advice on workflow.
Replies
You could make blendshape facial expressions for this character.
Good job.
Struggling with finishing work is very common. something I've also struggled with in the past. You made a commitment and executed on it despite having troubles and not knowing what you were doing. You should be proud! Use this momentum to slingshot another project. Don't stop!
On to the render,
I like the contrast between the silhouette and the background. The focal point (face) doesn't blend in with the background and pops out, kudos.
My biggest issue is the flat and boring lighting. You should think of the mood and personality of the character. Is he supposed to be Cute? Menacing? Mysterious? Holy? Ask all those questions to yourself and use the answers to dictate your art direction. I'd go for stronger lighting here, would look really neat!
Materials! Everything is more or less the same, flat matte material. Very boring. Explore some Cycles nodes and come up with interesting materials.
If you're interested, I can show you some stuff and give you some pointers, PM me the blend file(make sure to either pack textures or zip them into a folder and send em.
but again, good job. Keep going and grinding'! Looking forward to more stuff from you.
Looked through your file, it's good, let's go in
First off, I put in an environment HDR to blow everything out. You had rays disabled, make sure to enable them!
Next up, basic PBR materials. I use the RGB node as an input for roughness/metalness. If you move the B/W slider it basically outputs a value between 0 and 1. I like the graphical element of it. You can also use a "Value" node for this.
Now, a fun thing you could do is use texture generators with masks and mixers and use them to drive values like Roughness, Metalness etc to get interesting results. This is a super common workflow for material authoring. I use Substance Designer for it though, since it's way more powerful. But this is a good primer and fun to mess around in.
I'll send you the .blend. Feel free to ask _ANY_ questions, no matter how basic. If I can help, I'll try my best. o/