Hey! I've just registered in polycount to share some art with all of you, I hope this will improve my art with your feedback
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I recently participated in the ArtStation Challenge Grand Space Opera: Light Age - Game Character Art, so today, I'm posting the final renders of my character. It was modeled in Blender and Zbrush, textured in Substance Painter, rigged and animated in Blender and finally, rendered in Marmoset Toolbag.
Let me know on what can I grow up my skills and some advices/tips, thank you!
https://www.youtube.com/watch?v=zL2fALlWNFA
Here you have my ArtStation portfolio:
https://www.artstation.com/paresjosepAnd my Instagram:
https://www.instagram.com/joseppares3d/
Replies
Also try a render with little or no SSS and your roughness up/glossiness down whichever you are using. Its especially visible in the second picture on the front and rear shoulders. That level of shiny reads as super moist skin. It reminds me of a rhino or longhorn style animal, and both of those have leather skin rather than amphibious moistness. I looked up pictures of Hippos, which spend a ton of time in the water, and even they only look that shiny if they have just come out of the water.
It might also be the depth of field try easing that up a bit.