Your first step should be throwing up some images with a neutral (50% grey) background. Models are hard to read on black the best of times, and that cloak is disappearing entirely into your background colour.
In your case if the layer above has neutral height values (like a fill layer) that you want to use to override the height below, use either "replace" or "normal" to blend it and that should do it.
Finally finished refining big parts and put the model at same pose as UE4 mannequin for easy retargeting. It is time do dig in to inner parts design. Still long way to go. :neutral:
Thanks again everyone! I've been trying to figure out his proportions and girth for the most part [hard to make a frog dude not look completely dumb]... not that much done to be honest... :neutral:
Yea I am not a fan of the color either. I like clay renders with a more neutral grey with a subtle base color, and then use to lighting to add some warm and cool tones in the image.
You can easily make that being as neutral as possible and end up making different kinds of people out of that one model, being anatomically real, and sell that model for quite an amount of money
The modelling is looking good, but the pose is very stiff. Even if this is the neutral pose, I think a little more bend in the knees would help sell the shapes a bit better :wink: good start!
Second pose update! I think I might do one more pose that's a little more neutral looking for some turnarounds and wireframes. Then it's back to the textures.
Wow, nice! But I'd maybe change the color of your presentationssheet to something more neutral. The border irritates the eye a little.. Love to see your painting skills!