If you need licensed music try something like audiojungle. There's alot of crap but some aren't terrible for $20. Unless you already know how to play an instrument/compose I don't think you'll have time to focus on it professionally while focusing on your visual arts and technical skills. I could be wrong as there are…
I like your project but the head need more defined shapes. The back of the head is to flat and the top is to height for "normal" human skulls. Also I noticed that the cheeks are to flat. and her nostrils are to big. Also her upper lip needs more shape. I made an operpaint hope that helps :)
Find a beginner tutorial that takes you through the entire process of creating an asset so that there's a defined start and finish to the project. If you are a total beginner aim for an asset that's made entirely in Maya, then move onto game assets that go into low poly and baking. You can probably find stuff on youtube.
@CybranM thank you :) Glad you like it and good point about the foam its something I wrestled with during the texturing stage, in the end I decided to go for a cleaner look to the foam but a bit of dirt/grime would definately be good here also, thank you for the feedback much appreciated :)
Looks great, although I don't really like the blue color of the flying version. Maybe a greener tone would have fit better, because u now have 3 strong colors defining your model. Maybe also make the white color less bright, it's a bit to much.
It looks like you hit zremesher or something. To get sharp detail you have to sculpt with a mesh that has enough polys to support that detail. Usually you would start to define the sculpt at a low poly level then increase the subdivision level to sharpen the sculpt https://www.youtube.com/watch?v=mSYH9NYFoes
thinking a method that does it right in maya or max is better anyways, since that way you can see your level geometry as you work. also would be interesting to generate these gradient right in udk, maybe using a sphere mask with the "World Position" node and a vector3 defining the world position of the distortion.
I'm still having some trouble understanding how I can use that box to measure something relative to the box. Like lets say I define the width and height of the ship in green as 2x4. How can I use these to measure the size of the bridge while accounting for the bridges distance away?
This is a cool concept and in my opinion you nailed the style very well :thumbup: If you are going a more realistic way, you can more define the folds of her shorts and shirt but this is a matter of taste. Are you making her stockings too? Keep it up! I want to see more :D
You have a 2k map, use that res for detail! Where is the wire? That would add a bit to the overall piece. What Lt_Commander pointed out is all true, if this is a folio piece add more definition to your mesh. The material needs to be defined much more realistically especially if you use PBR.