Hi
I've yet to go through the advice given, along with the videos, due to having a time limit for getting the project done. As a result, there are issues I have with the final asset that I'm not happy with that I plan on going back and fixing before attempting these professional renders again. These include the likeness/age, the hair and layering, the textures (these were rushed sadly), and the final pose.
But based on what I've done so far, I'd appreciate some feedback and suggestions on how best to improve these renders. It's an aspect I never seem to feel confident with, either because of the camera set-ups, the lighting, or just the overall quality.
My project was to make Lara Croft and I used a temple environment for the final renders.
Thanks
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It’s also meant to be a bit of a stylised/realistic hybrid and was based around the Tempe of Osiris version of Lara.
I will be overlaying some of the repetitive parts. Had to leave them again because of time.
I'm not really sure what to do regarding an environment for the character. I was under the impression placing a character into a pre-made environment would help with making professional renders...? I have no experience with making them, but would like to learn one day.
Regarding her arms and legs - I did sculpt them myself, but then used the wrap and project method using Wrap4D. The model was from the 3D Scan Store. Not sure if that's related...? But I pressume you're referring to the original high poly?
And regarding the pouches and rucksack - I tried to keep them symmetrical to make things easier, apart from tertiary details and folds. Again, it was more based on the Temple of Osiris model, which is this:
My girlfriend did point out to me though that the face on mine makes her look like she's 12-14, so I definitely need to adjust that and make her look maturer, like in the above reference model.
But thanks for the suggestions about the pouches, rucksack and boots. The boots I definitely agree with. They looked off when I'd finished. :-\ I tried to base them on these:
https://sketchfab.com/3d-models/lara-croft-classic-boots-52f64e00953144f4be1f35285bfaa517
Currently the character doesn't feel part of the scene, she sticks out, to brightly, uniformly lit. That's something you could prioritize when on a deadline.
Regarding the modeling, I would say the proportions could be improved, and in the same spirit the clothing layer that goes on top. Particularly the boots look very straight/simple/uncomfortable. A way to avoid this would be to model on top of a character model initially to have the body as a reference. This doesn't mean the body underneath has to be fully fleshed out.
Surely this is just one project of many to come - bring it to a conclusion to the best of your abilities and apply your learnings to next one. Maybe return to the subject in the future with the experience you have then. if you want to focus on certain aspects of the character, you could break parts out to reduce the scope and allow to focus: a bust to train hair and head, just the boots, just the backpack and accessories.
Keep it up!
The lack of time was because it was an assignment. I'd already passed the official deadline and had to get an extension. But even then, I was too slow at getting everything finished and polished. I take too long. :-\ I'm a perfectionist. And I can't stand rushing art. But despite that, I still wasn't able to get everything finished to a standard I would be happy with. But I reckon even if it had received the time it needed, there'd still be something off with the lighting, environment, camera, composition etc.
I did use the reference model and overlayed it in ZBrush, but despite that, still didn't quite manage to get the likeness/face correct. ^^; But again - this will be rectified next time. Same with the other elements.
Some feedback; I don't think her face looks 12-14, but IMO her head is too big in relation to her body, which will give that look, and more time spent sculpting clothing and assets is needed
Regarding clothes, I think some more folds and (subtle?) wear would help to communicate that this is someone on an adventure. While the outfit is conforming to the body, revealing some layer of cloth beneath the top layer could increase detail and believability. Don't know if "explorer" gloves exist, maybe there are climbing gloves that could serve as reference?
Of course it's balancing act too, keeping the original/iconic design recognizable, but not feeling empty/lifeless due to the increased resolution, but also not go too noisy.