This goes along with the facial planes bit, but her face is looking a little concave to me. Maybe work on defining the cheekbones and make the shading on the cheeks and nose a bit more pronounce. Otherwise, this is pretty good for a first time, especially in the hair. Keep it up.
definately have a think about the length of the fingers also, the knees look a bit twisted. About the hair, I personally wait until I've made the alphad texture before placing the polies. I just find it easier to control the look that way.
I don't have any references to add, I just wanted to say good luck My master's thesis was "Defining the Art of Interactive Real-Time 3D", basically discussing the aesthetics of low-poly design, and reference material was similarly scarce.
You need some higher contrast to define the forms imo. Darker shadows, lighter brights. etc. But not really with an all around contrast, or else some already dark/light areas will get too dark/light. Just build the forms up.
After the first sculpting pass, I made rapid progress and defined the hair and face a bit more, since the most of the body would be covered in clothes. I also added basic colours for improved shape reading, and added the blockout for the clothes. Curretnly working on the hat, using the zmodeler brush. Because i'm not…
Your sculpting gets better but you might want to stay to a lower sub division until your forms and proportions are well defined.. otherwise you begin to fine tune too early - and it gets wobbely Keep it up, I like the where it's going
These last two textures look great! My only complaint is the spec and normal on the wood makes it look very convincingly like polished wood -- but the depressions between the planks are way too defined and too deep. Somebody would lose a toe walking on that. :p
Hey all, I've been working on the value structure and defining the shapes since the last post. I'm trying to resist the urge to detail every little bit at this point. Hope to have this step done soon so I can start on color studies!
...and has this playing in his head when he's unwrapping: https://www.youtube.com/watch?v=9Fv5cuYZFC0 My personal method: Take into 3D coat, define seams, hit unwrap, bring back into 3D app and tweak any distorted areas. Job done!
Ok, I'll have to agree with you. I used to really like his work when I was a teen but now, I do admit it's designs are ridiculous. His character's looks have always been defined more on aesthitical look than functional...