Hello! here's one of my characters, Ibergil, nickname Ginger.
This time trying to make it more anatomical, better polygon flow, assymetric clothes and more shadows) turntable
I just took a look at the turn table and I have a very minor crit. I think the skin might be a little too dark on the outside of the arms and legs. They are shaded well to make her look good from the front and back but when she rotates, she has a visible dark stripe. I would just lighten it a bit.
I just took a look at the turn table and I have a very minor crit. I think the skin might be a little too dark on the outside of the arms and legs. They are shaded well to make her look good from the front and back but when she rotates, she has a visible dark stripe. I would just lighten it a bit.
Again a very minor nit pick. She looks great!
- BoBo
I agree.
But, isn't that on purpose? I see people do that all the time with those diffuse-only characters. Pretty much everything in WoW does that. I never quite understood why people do that, although I'm sure there's a good reason. It makes more sense to me to "light" it from above.
inspiring & beautiful! Love how you kept the white cloth of the skirt continuing up the torso to poke out around the chest, and showing that continuity across the ribs where the lacing is.
But, isn't that on purpose? I see people do that all the time with those diffuse-only characters. Pretty much everything in WoW does that. I never quite understood why people do that, although I'm sure there's a good reason. It makes more sense to me to "light" it from above.
I actually like it quite a bit in games like WoW because it presents the model in the best "light" in the most common views. I think the key is to shade it in a way where if you were looking at it from the side then it still looks naturally lit (albeit from the sides in that view).
Maybe the side shading could have been spread out more to avoid awkwardness or maybe lightened a bit more. I always thought this technique was a little more forgivable on larger armor surfaces, but I've seen examples where it still works for me on skin too.
awesome job on those textures, although I have to say there is allot of room for improvement in the proportions of the model. the width of the chest looks too narrow and its quite hard to tell where the hips/legs meet.
Replies
no crits here *saves to desktop*
- BoBo
Again a very minor nit pick. She looks great!
- BoBo
No crits and awesome job on her clothes. :thumbup::thumbup::thumbup:
Good Work, hope to see more
I agree.
But, isn't that on purpose? I see people do that all the time with those diffuse-only characters. Pretty much everything in WoW does that. I never quite understood why people do that, although I'm sure there's a good reason. It makes more sense to me to "light" it from above.
No crits here, everything from the optimzation, texturing and even her pose is just top notch.
Great stuff!
-m
Aside from what Bobo pointed out, the only other small thing that I noticed is that the jewellery around her waist could use a bit of a drop shadow.
Keep it up!
I actually like it quite a bit in games like WoW because it presents the model in the best "light" in the most common views. I think the key is to shade it in a way where if you were looking at it from the side then it still looks naturally lit (albeit from the sides in that view).
Maybe the side shading could have been spread out more to avoid awkwardness or maybe lightened a bit more. I always thought this technique was a little more forgivable on larger armor surfaces, but I've seen examples where it still works for me on skin too.
BTW, another excellent piece here, Hellstern!
Thank ypu guys!