The texture looks good to me but those wrinkles/folds on the inner side of the thigh are too many or too dense.
If what I see on the outer side of the thighs are rectangle shaped hexagon poly's those should be converted to quads I think.
And the wrists must be a little thinner, they look too thick especially when viewed from back.
Keep it up.
Hah, I dig the final result. Texture has a nice quality to it. Could we see the texture flats? As a crit I'd have to say the black around her neck seems lower res and not given as much attention as the rest of it. It doesn't really have the sharpness you continued everywhere else.
You could make the edges of the armor plates more scratched and worn. especialy at the thigh/pelvis junction, and knee area.
Also, the thumb looks a little long compared to the rest of the fingers.
I did some drastical changes in the mesh, AFTER unwrapping, and removed some stuff that I had intented to be in the map, so here I was with a bunch of empty spaces.. Don't claw your eyes out.
That texture is super nice and clean. Im very curious about how you go about getting your nice sharp-to-soft gradiated variations, especially in the cloth folds.
Would you mind sharing some of your process for how you got those?
Two things bug me though. One is the excessive folds (mostly on the inner thigh). Second, something feels "off" about the arms. It's like they're too thin and too wide. They seem too manly (like they need to be scaled down alittle). Eh, something I can't pinpoint. Probably has to do with the screen shots.
Love the simplicity of it. The sectioned skin looks really awesome as well as the metal.
yeah, looking good there. Clean model, like EQ said you've got some waisted space there on your layout.
The texture is good but seems a bit random to me, like the use of folds, I think less and well placed (materialtype and weightdistribution) would create a greater effect.
The dirt and damage could create a bit more colorvariation, so that you can see the paint peeling off fa. and you only have small damage showing up and that also looks a bit random. Like on her breasts and in the corners. So I'd say try a greater variation of damage in size and placement to enhance the character.
The proportions are a bit off to, I think that is what Spacey is referring to. Hips to chest looks stretched so her arms in comparison are also to long and generally seem a bit heavy and big to me.
Other than that, looking cool, nice mesh (maybe a bit to much in the face) and a nicley rendered texture and idea. Maybe you can slap symbols and other extras onto her armour , you've still got some free spaces there.
my only real crit, is that the skin looks like its freshly sliced, and theres nothing holding it together... id put some stitching on there, or maybe make it look like its being held onto the armour by hooks or something. at the moment it looks cool, but out of place.
I'm with Phil, more (and more varied) damage would be nice. Especially on the boots which I think should show a lot of visible damage from rough ground and such. Also, a little ingrained dirt couldn't hurt.
The handpainted lightning is lovely and I my opintion definatly the best part of the texture.
Replies
If what I see on the outer side of the thighs are rectangle shaped hexagon poly's those should be converted to quads I think.
And the wrists must be a little thinner, they look too thick especially when viewed from back.
Keep it up.
Eld - nice job. I like the direction you've taken with the flesh, that kinda patchy look.
Good work man. :-)
Also, the thumb looks a little long compared to the rest of the fingers.
Looks good overall.
I did some drastical changes in the mesh, AFTER unwrapping, and removed some stuff that I had intented to be in the map, so here I was with a bunch of empty spaces.. Don't claw your eyes out.
(shrunk it down to 50%)
That texture is super nice and clean. Im very curious about how you go about getting your nice sharp-to-soft gradiated variations, especially in the cloth folds.
Would you mind sharing some of your process for how you got those?
[edit] doh nm read post now. haha
Two things bug me though. One is the excessive folds (mostly on the inner thigh). Second, something feels "off" about the arms. It's like they're too thin and too wide. They seem too manly (like they need to be scaled down alittle). Eh, something I can't pinpoint. Probably has to do with the screen shots.
Love the simplicity of it. The sectioned skin looks really awesome as well as the metal.
The texture is good but seems a bit random to me, like the use of folds, I think less and well placed (materialtype and weightdistribution) would create a greater effect.
The dirt and damage could create a bit more colorvariation, so that you can see the paint peeling off fa. and you only have small damage showing up and that also looks a bit random. Like on her breasts and in the corners. So I'd say try a greater variation of damage in size and placement to enhance the character.
The proportions are a bit off to, I think that is what Spacey is referring to. Hips to chest looks stretched so her arms in comparison are also to long and generally seem a bit heavy and big to me.
Other than that, looking cool, nice mesh (maybe a bit to much in the face) and a nicley rendered texture and idea. Maybe you can slap symbols and other extras onto her armour , you've still got some free spaces there.
Hope the crit helped
I freehanded this piece nearly all the way, so I went out of control with the wrinkles and such on the legs, too much, thanks for pointing that out.
I'm going to try to go from concept first from now on, but I've such dormant drawing-abilities.
I never use them
great looking piece though!
The handpainted lightning is lovely and I my opintion definatly the best part of the texture.