Current HP, simplified the wraps and now gonna take a pass on added some sharpness and edge-work to the cloth. Right now it's feeling too soft and I want some sharpness to mirror the edges throughout the rest of the mesh. Let me know if you have any close sculpting tips you swear by!
This is looking really good so far, and I am looking forward to seeing this evolve. However, at first glance, I feel the facade of the buildings is a little too "blocky" and could use some more soft shapes, I feel like the blocky shapes work better on the street. Otherwise looking really promising!
do you have a concept....she looks old..if it was ur intention ignore it...her glossy lipsick and her eye makeup don't suit the character...her face lacks in assassin character(looks soft right now)..u may want to add some weapons or gadgets to add more feel to the character...
I have a big jpg file with references and I do next: take the most beatiful part from one generator and create it, after that create next part from another generator and so on. This generator is like my own concept. Thank you for your advice! I will do edges more soft.
Looking good already with nice preparation! Lately I'm learning more about highpoly modeling and normal baking and I was wondering, shouldnt you use more soft/wider edges in your highpoly so they can be picked up in the normal map? E.g. : http://wiki.polycount.com/w/images/8/85/Normal_edge_thickness.jpg
Even then its not really necessary, I mean it might look better in the viewport without textures applied but the baker will account for it. The baker has to account for uv seams like that anyway(where uv direction changes and thus normal color) so having the edge soft or hard shouldn't make any practical difference.
Whenever I go on artstation, all I see is T&A. I realize it is the main tool I will use to apply for jobs, however to me it almost seems like a soft-core porn site most of the time. If I am browsing for inspiration I usually click the "picks" menu or type in something specific.
You must to see it video https://www.thegnomonworkshop.com/tutorials/creating-props-for-games-vol-1 Shortly, your low poly model should be located close to high poly and on the 90 degree angles or less you should put hard edges and cut uv in this place, all other edges should be soft.
i thought of leopard print tatoo when i saw your last render. also i believe he is too "soft" ...if you see the photo of cena that was posted , more sharp contrast in muscles, more ridges, more veins...that's what it needs to look menacing in my opinion. love the shorts too!
Scales feel very uniform right now some of the structure on the face still seems a little soft as well. Take some time to define some major forms a little more and get some of those larger scales in there. Real life iguanas have some very interesting stuff going on around the face