Hello guys, this is my first post here! I just joined today, excited to be here and learn from everyone and hopefully help someone as well!
I am in desperate need of some feedback on a character I've been working on in my freetime since the end of December 2024.. The more I work on it, the less I like it and I am struggling to see the issues.
So I'm currently finishing up texturing, and it is now I am realizing something is not working with the model overall.. I dont know if it's the textures that's not good enough yet, or if the colors are not working.. but somethings bothering me. I will post a couple of images of the different stages, the problem might lie in an earlier stage and I'm willing to backtrack to fix issues further behind in the process if I need to. I really want this piece to be good!
My goal for the model is to be hand painted PBR style, game ready! It's a portfolio piece.
High poly sculpt



Retopo (its around 30K tris)



Flat textures (hand painted)

Viewport render (EVEE)

Any suggestions on where and how I can improve will be greatly appriciated! Thanks for looking.

- Tonje
Replies
when you say it isn't working, It might be helpful for you to put it into words what isn't feeling right.
I would honestly say though, try and wrap up this character and do another. This sort of thing you just need to do a lot of, and you will naturally improve.
Like if you were to say aim to do the next character in half the time, but maintain the quality, it would be a solid goal for you!
I think your advice is on point, sometimes you just need to say you're done and on to the next project. Take note on what didn't work and how I plan to conquer it this time around. Definetly feel I spent way too much time on this, so I will take a look at my approach and finish the project quicker! Thank you for feedback and advice!
I think with the final asset, some of the forms of the sculpt got lost, in particular with the head. This probably in part due to the different lighting/ reflections between the matcap highpoly render and final render. It's up to you (or how you intend to render) to what extend you paint highlights into the textures or use a roughness and specular map, perhaps a combination. With the latter, the lighting situation is important to allow the maps to work.
Then you could also add some color zones to the face and add in some color variation in general.
Perhaps decrease brightness of eyes in a gradient going away from pupils, so the eyes appear less flat. Similar teeth when overly flashing.
Here is a rough overpaint, overlayed matcap for specularity/highlights, painted in reds on nose and ears, darkened eyes and teeth some, some slight blue on the lower face:
Keep it up!
I love the overpaint! I will follow your advice and add some color zones in the face and add gradient to the eyes so its not too bright and flat.
Thank you so much for giving such detailed feedback, it helps a lot!
Also, the beautiful characters design is created by Alfaunshifha! https://www.artstation.com/alfaunshifha
Always good to see the work posed properly!