Yeah, like Brian said, we need to know where you're taking this. On another note, do you have any images of her without clothing so we can get an idea of the underlying anatomy? Are you going realistic with this or some stylisation?
Added second layer, I've tried making each hair card more uniform so the light reacts a lot more realistically and uniform. I need to added more variation and breakup as well as fix the transitions which I have not worked on yet.
There goes my no fap challenge.... Do you plan on making a breakdown of this scene? Damn this looks so realistic yet feels like a painting. Did you model the building interiors? or are they just planes? The lighting in the interior looks so warm and inviting, amazing.
Don't bother with details and adding character to this (or anything really) until you're confident you completely and realistically understand the human anatomy. It's clear you don't, yet, and for that your character design will suffer. Keep sculpting from reference and you'll come out on top.
Thanks for the tips. I'm definitely struggling with the face a bit, what do you think would be good reference for making a realistic AANG face, but still keeping the likeness? Every time I add more detail to the face he gets older, haha.
What I find hilarious is that I'm trying to finish my barrel as well. Crazy how small the world is and how similar work is done. I wasn't really going for realistic, just wanted to work on texture skills and workflow. http://www.rhinton.com/Portfolio.html
I'm also not too fond of the default viewport render settings in 3ds Max 2012, so I messed around with the viewport settings and turned "realistic" off. Nice model by the way! Can't wait to see how the normal map looks applied. :P
DWalker, you are correct. I tried the alpha planes in the begining but I didn't have any normals, which is why it probably felt flat and weird looking. I guess could fix it. And about the blood, I will fix it more and make it more realistic! =)
I think generally the assets look pretty good, although the textures seem a bit noisy to me (especially on the barrel and crate) The rust/wear and tear seems quite random and could be built up more realistically. What's your plan for the road pieces?
I know. But I felt like all the attention to realistic lighting that PBR does has "sidelined" other art that doesn't aim for the same thing. I'll be happy when the two videos I posted make headway for providing artists with new tools.