No offense, but those image don't make you come off as someone who's "awesome at sculpting and texturing". I'd say keep on trucking and practicing, and try to learn some of those terms yourself.
woogity: the models on the apron are sculpted. For once ^^ Yeah, he is actually gonna hace different headwear in the game, so he must be able to remove it :] The pants still needs lots of work though...
Oh! I got ya! It is a base mesh in Maya, sculpted in Zbrush and rendered in Mental Ray. The Maya file with all of the shaders and hair hooked up is the one that gave up the ghost on me.
Thanks all!! Alright I think I'm pretty much done the sculpt (Unless someone points out some major critiques). Thanks to the ladies that gave me some helpful feedback!
Another object i did today :poly121: Spend quite some time doing this... Mostly modeled in blender and used little zbrush for sculpting. Tomorrow going to do lowpoly and hopefully textures. :)
do you have access to either mudbox or zbrush? if so just go grab a copy of arsh's baseman and sculpt your pants off, that's what i'm doing with my version of akuma.
can you tell please how you made the pattern of the brimmed hat...do you sculpted it in zbrush...you achieved it very clean, i´m just wondering how to do that...
I really like your sculpting and texture work, looks great ingame! Isn't this a concept that Andrew Helenek is going to be working on as it was him who posted it on Facebook or is he just doing the animations?
I would look at playing with the height of each brick. It will add a lot of depth that you are currently lacking. EDIT: Should mention I meant in the Zbrush sculpt not the low poly. Sort of like this:
Simplify that face alot, focus on the facial planes. Avoid Gorilla noses. Also why sculpting her? According to your description a sub 2K character with diffuse would do just fine ...