Hey topher, nice start, but I think her cheeks need some loving....Study some reference and refine the buttock area, right now it's not defined and looks a little sqaushed. What platform are you developing the character for?
Hi everyone! I'm Erza Draksya, a fantasy character designer and illustrator based in France. I create original characters and worlds using a hybrid workflow (AI-assisted generation + manual Photoshop refinement). I'd love honest feedback on my work — what works, what doesn't, what catches your eye. Here's one of my latest…
I think without the description, it's difficult to tell what's going on. Even then, the tiny details that really define the surfaces are missing. I'd work on refining the larger shapes and introducing more colors. Try to get the description into the actual painting itself.
Had some time to work on the sculpt abit more, made some of the proportions more defined and worked on the head as well. Its kinda getting there, still need to refine the head abit more and i feel the hands are too small as well
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I think it's useful to see other people working --especially when you're insecure-- so you can have those moments like "oh, so this is how you got that image done? I can paint this objectively?" But in terms of experience you get almost nothing, you're just watching someone else work. The only time I noticed getting more…
You're doing good. By rendering your forms such that material types are clearly defined and use the same light sources, these aspects can be isolated nondestructively and built upon or refined later. Next, you can introduce full-form highlights and shading to unify materials and small details into a singular form. Done…
I would say this is normal. The progessive refinement uses only a few samples for the first pass. After that it raises the samples for every pass through the image until it reaches the maximum defined samples. I wouldn´t recommend using vray for animation.
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