Hi
I did this Wonder Woman reboot for the comicon Challenge 2014.Though I didnt got any appriciation in voting or judgement...............(pause of sadness)......................But still I would be very much interested to get allyour expert review on how I can polish and make the character even better as I am considering this to piut in my demoreel
I used Maya for modeling DDo and Photoshop for texturing and Mermoset Toolbag 2 for rendering
I have been watching your progress on your comicon entry thread at gameartisans. Really like the overall look of your wonder woman, especially her face. But in the final presentation, her face lacks of expression. That was my main critic, i think.
On the angle Pyzern posted, she looks gorgeous with with kinda sexy smile. But in another angle, like in your final, she looks like she's over-contemplating her life, lol.
Other than that, i think it's about her textures. It lacks on polishing, especially in her clothes. Looks flat. Need moar wear and tear.
Not that i can do anything like yours actually, but i hope that with a little bit more polishing on her, she will look a lot more cooler.
Wow thats what I like about polycount ...........people talk people actually talk.
Thanks a lot JimmyRustler PyrZern v
All your points noted and will definitely polish them and post it here.
In the meantime more ppl r welcome with crits.If u think even I can add or remove something from her dress or accessories please go forward and post your valuable comments............your feedback can make a large difference in my reel:)
The most glaring issue to me is the edges of the highpoly were soo sharp none of the details baked down properly. Second all of your materials look like plastic. For something like gold you want a dark/ black diffuse with a very bright orange/ yellow spec. Metal shouldn't have any diffuse detail especially moving into PBR engines.
Oh and that low poly is way too expensive. There is no point in putting geo int every small crevice when you are going to use a normal map.
I think it looks solid but needs a lot of refining. All of your materials essentially read as a generic plastic. I think you should texture the gold areas to be like a bronze gold metal and really pop those areas in the spec. You can have other areas read as leather or rubber to get a nice separation. The hair is very metallic as well so I would work on getting that softer. Skin looks pretty good so not much to do there unless you want it to look more realistic. Oh, and the lasso looks untextured so may wanna address that. Still, solid work and hope to see you polish this off!
I love u guys .really...........nobody ever explaind me issus so to the point and so well . Whenever I post in any other forum I either use to get blank visit without any comment or just 1-2 words of praise .
But here at polycount ppl r so generous and helpful so thanx to all of u guys so very much for giving time for such nice and helpful suggestions.
stevston89: I got all ur points and they r very true, can u pls explain me further what u actually meant by edges of the highpoly were soo sharp none of the details baked down properly.
And that wireframe is not low poly at all..:) gameartisans mentioned there is no poly limit in the challenge so kept the liberty of using mamoth proportion of poly without even thinking about low.
Here is a couple of images explaining, but essentially you want to avoid any edge the gets close to a 90 degree angle. When your edges get to sharp there isn't enough information for the detail to bake properly.
Replies
very nice work.
On the angle Pyzern posted, she looks gorgeous with with kinda sexy smile. But in another angle, like in your final, she looks like she's over-contemplating her life, lol.
Other than that, i think it's about her textures. It lacks on polishing, especially in her clothes. Looks flat. Need moar wear and tear.
Not that i can do anything like yours actually, but i hope that with a little bit more polishing on her, she will look a lot more cooler.
Thanks a lot JimmyRustler PyrZern v
All your points noted and will definitely polish them and post it here.
In the meantime more ppl r welcome with crits.If u think even I can add or remove something from her dress or accessories please go forward and post your valuable comments............your feedback can make a large difference in my reel:)
Oh and that low poly is way too expensive. There is no point in putting geo int every small crevice when you are going to use a normal map.
Your sculpt was quite nice though keep it up!
But here at polycount ppl r so generous and helpful so thanx to all of u guys so very much for giving time for such nice and helpful suggestions.
stevston89: I got all ur points and they r very true, can u pls explain me further what u actually meant by edges of the highpoly were soo sharp none of the details baked down properly.
And that wireframe is not low poly at all..:) gameartisans mentioned there is no poly limit in the challenge so kept the liberty of using mamoth proportion of poly without even thinking about low.
slosh: all the points noted working on them.