Home 3D Art Showcase & Critiques

Just finished a character, requesting critiques for the future.

Sci-Fi Tactician.

More pics here: https://www.artstation.com/artwork/mq5lDZ

I just finished making this sculpt (mid res tri-count at 70k pretty much just for rendering).  Let me know what you see that looks bad with design/proportion/lighting/etc.  Critiques highly appreciated!  I finished this project but I want to improve my work for future endeavors.

Replies

  • Ashervisalis
    Offline / Send Message
    Ashervisalis grand marshal polycounter
    Something about the perspective is throwing something off. It's making his gun arm seem a bit short, but I have the feeling this is to do with the rendering and not the modeling? I feel the texturing could use some love. Cool character, looks like someone I wouldn't want to mess with haha
  • Alex_J
    Online / Send Message
    Alex_J grand marshal polycounter
    go a bit further with detailing i'd say.

    more variance and thought put into the roughness and micro-surface qualities. More detail on the skin and normal map like veins, wrinkles, better defined muscles (also the forearms look a bit undefined.)

    Shaved head stubble should probably be more than just a flat color. Leather boots need more than just basic leather pattern. Sculpted details of the leather jacket look very "made a few bulges and then claypolished them heavily."

    Overall I think it's pretty cool character design wise and the pose is badass, however for a realistic style character I think the devil is in the details. I think your important things like proportions and silhouette are good though. I might make the arms a hair longer and taper the wrist a tiny bit more, just to make the bulging forearm muscles seem more intense.

    Basically, push a bit further with your sculpting and when you get into substance painter don't settle for applying a smart material and calling it done. Just push a bit further and it's gonna pay off.

Sign In or Register to comment.