Thanks all :) . It's interesting that some people think the water on the ground looks great but others think it's not realistic at all. For now I'll just say that what is there currently is an early version and there will be improvement and polish on it before the end. In the meantime here's some lamps:
Tried to incorporate all of your crits. I made the feet smaller, made chest a bit smaller but I think I won't go for this 100% anime character. It's hard to create stylized character without experience in creating realistic characters.
Some more geometry in the scene. Further refined the lights and textures. I want it to look worn/used.. but not so dirty that it looks like noone has been in there for years. I am trying to apply realistic wear and tear only. Opinions?
I too saw it that way. I was hoping that the more I was able to model on the walls and the floor would result in a little more realistic scaling. Possibly camera angle as well. If anyone has any suggestions, I'd love to hear them.
I´m guessing you used ZBrush for the first model, I think it looks good but you might want more resolution over the mouth and ear area. I like the second picture, it seems very realistic. Good work!
I thought that knowing the details will make character better and more realistic. Now i see i have been wrong all the time. So with Zbrush, i should start with dynamesh on the lowest resolution level, to match the form and proportions?
Belle is a lot more realistic and rigidly defined than those characters you're referencing. Yours have a lot more squash and stretch going on and have a degree of simplicity that allows them to do things like that wildly asymmetrical mouth animation.
Update, bringing things into unreal and doing the first pass on texturing. Trying to find a balanced between stylized and realistic. Might do another pass that's a bit more stylized. Also, the wood texture is a placeholder I was using to doublecheck my UV's.
Yes, if you use screen based reflections. Easiest way to get proper reflections is of course render to texture, but if you're concerned about the performance but still want somewhat realistic reflections screen based reflections is probably the best way to do that.