I would just hand paint it, I should mention none of the bakers in Zbrush will get you a usable SSS map (closest would be an inverted normal AO map), Substance Designer and Xnormal can make decent ones but you'll still need to overpaint them regardless. For maps, a single map controlling the overall strength is usually…
I don't get the point of making stuff SO low poly as this. It seems to me that you're limiting yourself too much and making stuff look bad on purpose. Only a nintendo DS would use such low poly stuff and they'd probably be heavily stylized to get around the hardware limitations. The anatomy on the man looks bad and it…
The torso looks way too long to me, even for a stylized character. I would scale the down on z like 50 percent. This would also make the legs look a lot longer which is typically what you go for in a female character like this. Arms could also be more angular, they are on an even curve going forward which makes it look…
Hey, that sounds like a cool idea for a short! I'm having some issues depicting everything but the groundwork is there :) Also - it sounds much more comical than what I read into the OP. Like something where you could practice stylization in both character and animation which would A probably help with all rendering…
Loving where this is going, The quality of the progression on this fantastic as well. You're doing a great job picking suggestions and rolling with it all. I think what will help push the "M" in the hair is if you widen the back of the head right around the ear area. Right now it feels like the front of the skull is much…
I think all elements of your design feel kind of whimsical, since they all incorporate lots of asymmetry. With the angles and size variation, your whole camera pole structure feels almost organic, like a stylized tree in a game like Fortnite. The original reference feels more symmetrical and foreboding because of its…
It's a nifty little creature, but I feel you can really push the texture either more stylized or more realistic. Currently there is very little material differentiation between skin, teeth, spikes, etc. Try an gradient map ao bake overlayed to direct the eye towards specific parts of the model and to de-flatten the…
I think a reference of what your anime character is based on would help. Right now, it actually feels like a hybrid of anime and a Pixar character. It just seems super skinny, when anime characters feel closer to real humans but with stylized anatomy thrown in. The hair bangs being separate elements instead of modeled as…
This is Viking, a Game Character i made as personal project based on Vladimir Mikhailov concept Decided to go for a PBR stylized type of look heavly insipred in Overwatch, Fortnite and Clash Royale animations. Made it on Zbrush, painted in substance painter and the help of baking lights and rendered in Marmoset Toolbag You…
Looking awesome! Love the new shape of her body, I think you captured the comic-book-sexy stylization in her contours. I liked the bigger eyes better. The smaller eyes are more realistic, but not as sexy or cool looking as the comicbook proportioned eyes you had earlier. Not a fan of the new wrinkles under her eyes either.…