K, posting this with little info at the moment because I just got called into work early:(...will return with more stuff later:)
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Wow, thanks for all the kind words! Ill try and touch on a few things you guys mentioned, the leg scratches mostly. When I first threw them on, I did it to break up the form because they were reading too clean...then I guess I just stopped paying attention. I think I was going to go back to them at one point, but just forgot to do it:)
The RR does stand for Red Ribbon!... just not the Red Ribbon Army from DBZ. When I frst started this project I wanted her to have a red ribbon tied in her hair, and I started naming all my files that. Kinda crazy how originality blurs with so many things out there.
Again, thanks for all the kind words. It feels good to finally finish this project and start thinking about a new one.
Also, her face detaches for no reason at all:)
Replies
Absolutely love it..
maybe add some shadow at the neckarea.
Also the metalic parts are a bit soft atm they could use a sharper specular imo
anyway good work
Shot showing back of the legs is not convincing me. Scratches are too many and seem just "random". They need a story if they are going to be that apparent, they need to go across plates.
My only remark would be the scratches on her legs, they seem a bit long for such a round object.
Anyway, great job!
Hot droid for the win!
Still, I freakin love this!
If it weren't for the blue underlight u'd have a lot of grey in there, I think it would be a much better piece if this tetris design
appeared in some fashion along the legs.
yeh!
Jealousy!
Promise of sexual favors!
The RR does stand for Red Ribbon!... just not the Red Ribbon Army from DBZ. When I frst started this project I wanted her to have a red ribbon tied in her hair, and I started naming all my files that. Kinda crazy how originality blurs with so many things out there.
Again, thanks for all the kind words. It feels good to finally finish this project and start thinking about a new one.
Also, her face detaches for no reason at all:)
Well, I dunno about that. Most characters are around 10-12k.. Final Fantasy's Lightning was 30k.. and our characters are around 20k. All Depends!
First off, that floor is too strong visually, my eyes keep getting pulled to it because of the brightness. I think you should go with a surface that doesn't emit light, it just takes attention away from the model, which is the whole point of the image in the first place. It's unnecessary.
You need a bit more work on your specular, I think. The normals don't pop out and the surfaces aren't differentiated ; the fabrics, leather, plastic, and metal all react to light in the same way. You should spend more time on material setup and learn about the Fresnel (or Falloff in Max) shader property, which is very powerful to capitalize on your normal map. Fresnel is a subtle, soft illumination on the edge of your object that is used to light up your normals, make them stand out. It can be also used to simulate a "peach fuzz" effect, very useful for skin, fabric and other soft materials. Fresnel is used constantly in videogames, look for it and you'll see that it's everywhere.
I think the best way to experiment with materials is to mess with a realtime viewport shader like the Xoliul Shader (for 3DS Max). It's powerful and easy to use, very very useful .
You need to figure out your lighting. There is no predominant light source (aside from that floor, but I think that it's a bad idea for model-showcasing purposes), everything is lit uniformly, and the lack of shadows makes your model look very flat, which is obviously a very bad problem to have for a 3D model. This also means any specular work that you've done doesn't show up.
You need to look up 3-point lighting (1. A main, or key light, to create shadows 2. A fill light to control the shadows' intensity and color. 3. A rim light to strengthen the subject's silhouette and detach it from the background).
I also think that the hair strands are to strong and also too uniform. This regularity takes away from the realism of your image.
So to recapitulate, here's what bothers me from most important to less important: The floor, your spec & normals, your lighting, the scratches, and the hair.
I've had a look at your portfolio, and specular maps and lighting are definitely the things that you need to take care of, as far as you skills go. Your little robot thing had good specular work on it, the surfaces work well. Your strong drawing background is a very good thing for you, don't stop nurturing it. It will be very useful as it matures along with your sense of design, which is the strongest point of this character, IMO .
Hope I helped !
~M~
Is that character made in 3ds max ?
great work ENODMI!