You've gone off course a bit and strayed from the reference. The base mesh was pretty lumpy and you didn't take the time in the beginning to really push the anatomy where it needed to be before you sub-divided and rushed to the tiny details. Because of this it lacks weight and definition. The last image is a HUGE red flag.…
3D Prop (concept by Caroline Choi) Leaned heavy into stylization for this, I made a post processing outline material in Unreal to really push the look even more :D The right lighting really helped it A LOT, it was definitely one of those projects I was iffy about up until I played around with it in engine
I was going for somewhere in between, honestly. I know I don't have the skill to try realistic but I wanted to push for it. Here's the diffuse: So push for more highlights and shadows?
Thanks Arsh! It's actually based off the Disney New Orleans. So maybe I relied on that too much. I'll work on pushing the wetness of the scene. That with pushing the fog should get across the wetness and vibe of it.
@JV: thankya @BradMyers82: moved belly and back a little bit up. Helped a lot, not sure if pushing it yet further will give a good effect. OK, pushed it yet more. I think it's good enough.
Keep pushing it more, I think the hands are far too small, along with the front of the feet (heels are fine). Slim the upper ribcage slightly and widen the shoulders, really push the V shape.
Great model; good topology. However I would push you facial features a little larger and push more forms into the texture like the others have stated. Nice to see the pose.
You two are right i really need to push this more.. B1ll ill deffinatly try to work in more subtle and interesting colour and push the design a bit re, cheers mate! Jody
Hey guys, I was originally a level designer and need a place I can review my work and get critics as I push my environment art skills! [SKETCHFAB]9cf6a73cae2e43199c05ea61167a3967[/SKETCHFAB] Made this the other day, I will hopefully be pushing new models out at a consistent rate.