Looking pretty good, but try not to render on a black background, it's hard to make out the shape of the gun. Try a neutral gray background instead, much easier to read the models then.
Neutralize the yellow bullet spec-color more. Right now they look like cartoon bullets. Your diffuse and specular are doing nothing to accentuate your normal map.
Howling? Or meowing... Crits: That much white on a desktop (if I ever managed to make it back to it) always hurts my eyes. You should choose a nice neutral gradient.
Hey man, thanks :) it took about 2 and half weeks on and off. It was my intention to let the lighting do all the work which is why I kept the color pallete neutral as you saw in the unlit.
haha yes, it is an awesome piece from Victor! yupp, modelling her in a neutral pose, then seeing if I can either rig or someone else rig her in a nice pose that will do her justice @jacopoS
Awesome sculpt. Subbed! Only thing I can say right now the color scheme is more akin to Wonder Woman than Supergirl, in my opinion. Perhaps a more neutral gold could fix that.
Glad you folks liked it! I'm going to TRY to do more stuff like that in the future. I took a few minutes and did some expressions using a combination of layers in Zbrush. The bottom right is the neutral.
To me personally.... shading the model in blank basic hues is distracting to the model itself. I usually display untextured models in a neutral grey so the emphasis is on the modeling and not the color choice. But I guess that it is all opinion.
Worked on the face a bit more, small feature changes. Think I'll add in the bump on the nose back, I liked it. ^^ The hair really needs to get updated but forms and design needs to be done too! :neutral:
This, the current generation of texturing and shading in games really require a texture artist to be proficient in "modeling" their textures from scratch whether thats sculpting or 3d. Either that or use a scanner that neutralizes the light info and polarizes the source