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…
Texture Process / Personal Art Style Definition & Basic Overview of Asset Creation To define an art style especially for a team of individuals that share a vast range of abilities, especially in sculpting and high poly modelling and generating both the normal information and the other maps associated with these workflows…
her cheeks are way too plumpy...so its given her a baby look...and female have a defined bone below their eyes,,,u shoudl refine that and the distance between lips and chin should be reduced a lil...keep goin...i love 3d girlssssssssss
Block out with simple shapes and just enough modeling to define things, very rough. This way you and push things around and focus on gameplay rough materials and some rough lighting. Then start refining things. Usually I'll go an object at a time and take it to completion.
Just a quick update, I'm currently on refining the super blocky assets so that they have meaning and context. Hopefully its starting to define the scene a little better. It's all just 3DS Max work at the moment. I've added placeholder decals too but these will be replaced at a later stage.
Small Update: Started refining the head a bit more. The scarf still needs some work. I need a better way to define how the folds lay. I'll try to find some real world reference. Retopped the sleeves for better definition and shrunk the shoulder width. Thoughts?
for all the detail in the rest of the body the back looks like it's only on the 2nd pass, most fighters have pretty defined muscles even if they're not bulky, can only see hints atm whereas the rest of the body has pretty refined muscles. Other then that looks good :D
Upper Body looks great, the legs and boots especially need some refining of the detail, the textures look murky and undefined. Hands are well done. Maybe make the holding tank on his back a little more interesting, I feel like it defines who this character is for it to be just plain grey metal.
Had a couple hours this week to work on this again. Refining shapes but trying to keep the silhouette. Pretty torn on the wires. I like the way they bring in a sense of flow to the design, leading the eye from one shape to another, but I feel it may be cumbersome. Will continue to teak and define shapes. Update soon.
Here's some more WIP: I've mainly worked on the torso, as well as arms and lower legs to define the "holes" in his skin revealing the underlying bone and muscle. I'll refine this a bit more further on. So far I've pretty much ignored the hands and feet, which will get the needed attention soon. :)