I think your high poly sculpt is a great start. I believe that the bottom of your ocular rim is a bit too sharp. Im also not reading his cheek bones well. I believe once you add some really deep sharp wrinkles it will add some great feeling to the character.
Swiz I personally dug the dark underclothes and the red puffy bits. With them reversed my brains just /. I think part of it has to do with the natural inclination that something underneath is occluded and thus darker. So its fighting for my attention in a bad way vs just reading naturally. I realize that it can/has/will be…
Hello again, Did some changes regarding sharp edges on some parts, also changed the screws since they were too sharp and pinched around the edges where the screwdriver goes in, changed mat to blinn so the edges are more highlighted. Next is the neck thingy that holds the drawtube Again, comments/critique very welcome
Nice sculpt you have going! :smile: One thing I notice is that the face has a lot of sharp areas too it but the rest of the body doesn't making it feel incomplete. I'd say you could add sharp edges in other areas. As for the scales I'd just add size variations within the tiling texture itself.
If you don't have a poly count restraint, I might suggest a little more bevel on the low poly for the sharp edges, especially around the beak. Those sharp edges don't really help convey the thickness of the spaced armour. That's going to require another bake tho :( Are you painting in Substance Painter? It looks really…
Great stuff here n8lugo, Your idea looks really promising + the sculpts promise an awesome, stylized outcome. Can't really comment on much yet, but give you a heads up regarding the sharpness of your meshes. Be careful not to make metal look too smooth and mushy, keep the sharpness in mind. Looking forward to the updates!
Love how you did the sword effects. I think the hair is too "ragged and worn" looking because of all the sharp edges in her fringe. If you did less sharp edges, make it one long lock of hair, it would give her a more feminine and softer look! Keep it up, looks awesome so far! :D
Your edges are really sharp. While machined edges are really sharp in real life and that looks great in the HP, it won't catch the light at all once baked down into the LP due to aliasing. Loosen up/smooth some of those edges and you'll have really good normals to work with when you finally bake it. Good work! :)
Bartalon, ok I tried that feature in max but the edges are extremely sharp. For instance, in modo you can set the angle of sharpness on selected edges and you can make them a bit smooth like they should be. Anyway, it seems that the only choice is to add more base topology and perhaps I can smooth some weird looking…
Turned out nice buddy. I think my only real crit is the normal map for the face. It's too soft and doesn't provide convincing details. There should be a few sharp changes in direction at least somewhere on the face. Not totally sure where the sharpness should go, but it's reading as too baby soft with no creases at the…