My first complete current tech game character in over two years. For fun and practice.
All renders created with Xnormal. Polycount 7689.
RenderRenderRenderRenderWireframeFace WireframeColor MapNormal MapSpecular MapGloss Map
WIP shot:
Rotation:
I'm not 100% satisfied with the results. The face is the weakest point, I know. I need to practice sculpting them. The hands could have been better. The floating geometry caused many frustrations. I've learned a lot from this, and hope to improve on all the mistakes. Feel free to point out more. Advice welcomed.
Based on a concept by Crash:
Replies
- remodel a HP mesh of the clothing and include some wrinkles, will definately improve the overall look of the character and if you showing next gen models, most do have cloth wrinkles.
- make her face a little less manny.
- Improve that skin texture, needs more natural colors.
- rig the character and pose her, then you'll find out if the topology is good for rigging, if you were to be handing this model off to an animator.
Shoulder straps - In the concept are well done, seem to be versatile as part of the design and functional for holding something. The model makes them look glued on/awaiting some kind of weapon/object to look feasible.
She just looks like a normal woman in some cool outfit but that's nothing a few rings/knuckle duster, piercings, hair dye and blemishes/scars on that perfect skin wouldn't remedy She needs punking!
Lots of good critiques here. Thanks for that.
EQ: I understand. I'm not satisfied with the face at all. I'll try to work on something more attractive.
Lee: I'll improve the appearance of wrinkles on my next character. Tho, I'm confused on your suggestion for the skin to use more natural colors. Honestly, my favorite part of this project is the skin. Oh well, I'll do better next time.
Mtg_Kirin: There are shots of the wireframe in the post.