Fantastic, only weird element is the Cleaver.
The cleaver is to big and for is current size to thick so the weapon looks misplaced for such a high quality model.
i love the sculpt and the maps came out pretty great, but i have to admit, the texturing is super weak.
I don't know the character as i haven't played League of Legends yet, so maybe some things are by design.
I think the textures right now feel kinda boring to me, because they are pretty much just one color, brightend up and darkend in shadows - try adding some hue shifts to the values, go colder in the shadows and warmer in the light areas for instance, add a bit of subsurface scattering, if you can't do it within the shader then paint it in. Add some bouncelight, or maybe just change the lighting/presentation of the lowpoly, you super cool sculpt losts a lot of its power due to the texturing, lighting and presentation, which is really really sad in my eyes.
Also I would lower the spec and gloss values on the cloth parts. right now it feels pretty much like plastics.
I have a problem I really like the textures flat, but in fact I tried to find a balance between simplicity and visual richness is above all because they are characters that are seen from afar and up ... (good or bad choice I don't know just one direction among so many others )
But I want to thank you for your advices and I will use them for a new character, a little more realistic but in the same way (a design from Katsuya Terada).
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So much LoL fan art, can't believe how popular that game is now
The cleaver is to big and for is current size to thick so the weapon looks misplaced for such a high quality model.
i love the sculpt and the maps came out pretty great, but i have to admit, the texturing is super weak.
I don't know the character as i haven't played League of Legends yet, so maybe some things are by design.
I think the textures right now feel kinda boring to me, because they are pretty much just one color, brightend up and darkend in shadows - try adding some hue shifts to the values, go colder in the shadows and warmer in the light areas for instance, add a bit of subsurface scattering, if you can't do it within the shader then paint it in. Add some bouncelight, or maybe just change the lighting/presentation of the lowpoly, you super cool sculpt losts a lot of its power due to the texturing, lighting and presentation, which is really really sad in my eyes.
Also I would lower the spec and gloss values on the cloth parts. right now it feels pretty much like plastics.
I have a problem I really like the textures flat, but in fact I tried to find a balance between simplicity and visual richness is above all because they are characters that are seen from afar and up ... (good or bad choice I don't know just one direction among so many others )
But I want to thank you for your advices and I will use them for a new character, a little more realistic but in the same way (a design from Katsuya Terada).