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[Completed] Flask - Real-time, Game-ready 3D Character - Seeking advice & feedback!

Hello! 

I made a model of my D&D character for my portfolio. The goals I kept in mind for this piece were to:
  • Complete a game-ready 3D character from scratch, without any base meshes
  • Learn the hair cards workflow and experiment with manual placement
  • Convey the core idea of the character, even when the concept is lacking 
I had troubles with:
  • Time: This took me around 5 weeks of work, whereas at my work previously I could finish stylized creatures and caricatured humans within 2-3 weeks. Is this normal for a portfolio piece of this level?
  • Art direction: I'm not sure if the art direction I went with is very cohesive- her chains and folds are stylized but the fabric texture is extremely realistic. I was very much just basing things off of vibes, and I worry if the piece turned out badly for it.
  • Lighting: I was constantly torn between more atmospheric lighting which would give more narrative vs. lighting that showcases the forms of the model cleanly but was more 'boring'. Is it best to just do one over the other? Which one should be the forefront for thumbnails?
  • Weight Painting: I'm not a rigging artist but the previous times I made rigs for work, I made them in Maya, and this time I was in Blender. Despite all the toiling away even with Handy Weight Edit, I'm now realizing there still some visible mistakes. Any general advice on weight painting would be greatly appreciated!
I would love any feedback and advice!







The post might get too if I post the rest, but I posted the full breakdown here
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