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Cyber Punk Girl

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  • Snader
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    Snader polycounter lvl 15
    She looks far more lowpoly than 10K triangles.
  • Gav
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    Gav quad damage
    Beyond not looking 10k tris - where are you putting 3 2048 textures?

    You aren't using nearly enough detail to justify that huge of a texture size and there isn't a realistic situation where 3 2048s^ loaded at a time makes sense.

    Overall, your design as fine. Not exactly "cyberpunk" but it definitely has elements and is a nice throwback to the genre. However, technically, it looks like your character is made out of the same material though out. It seems as though you do not have any spec on the character other than the tiny bits on the metal (which may even be baked into the diffuse?) The textures are just coming off flat - if this were 1/10th of the tris it would be amazing.

    Don't be afraid to play with skintones - for example it looks like her head is a perfect cue ball - rather than shaved for augmentation or whatever. Also, try adding variation to the jeans and boots as, right now, they seem to just be a slapped on denim texture, which is reading as noise, and just flat black for the boots. The pants should have folds and fading built in either through normal maps, geo, flat diffuse (if you're going that way) etc. The boots should also be above just black as no light will be able to influence the surface (as black practically negates lighting effects)
  • BARDLER
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    BARDLER polycounter lvl 12
    Since Gav covered the technical stuff... I am speaking strictly from a design and aesthetics perspective, two major things jump out at me.

    1) Her face is really off-putting. The proportions in the face look off, her chin is huge and to round, it does not look very feminine, and since she is so skinny you would definitely see her cheek bones. Even though she has like a mohawk type thing, her hairline would still be visible with stubble.

    2) Those things on her back are kind of interesting, but why does the front of her body look normal? It seems like you should have some continuity between the front and back of a character, or anything you model/design.

    And mess with different values of colors in her face and cloths to create an interesting visual. Nobody's skin is one shade, and nobody has cloths in one solid shade.

    I think this could be an interesting piece if you work at it more. Good luck.
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