Hello Polycount members. I've been working on a realistic character recently while helping out a friend of mine in the 3D Character Art role of our indie game project. Here are some shots of the model so far.
Head:
Hand:
The head is sculpted from a reference sculpt model with the main planes of the face, and referring to other realistic head sculpts. Similarly, the hand was sculpted from a low-poly base hand mesh following realistic references. Constructive comments are greatly appreciated. Any suggestions so far? Thanks
Replies
I wouldn´t rush so much into pore detail until the big shapes are down.
Good luck with your game !
Also the sculpted detail of the fabric is too strong... I personally don't bother with that until I've retopo'd and started Texturing as you can get more resolution with pixels than subdivided geo at least with my pc anyway.
Also the creases and folds in the clothing don't seem right they don't look like foulds due to gravity and pulling. Also there doesn't seem to be any foulds in the shirt.... Clothing is really bloody hard so you could use marvelous designer to get a solid base for your characters attire 😁
Make the pose more natural for the body sculpting phase. You mentioned the pose is for skeleton rig, but I find the T pose hard to get a good feel of proportions and overall feel of a character as it looks such an unnatural and awkward pose. Once you are happy with it, you can adjust it back to the T pose for rigging.
Just a thought, It might be helpful.
Oh I found a small thingy to fix, just soften this hard edge. At the moment I looks to un natural