If you don't have a poly count restraint, I might suggest a little more bevel on the low poly for the sharp edges, especially around the beak. Those sharp edges don't really help convey the thickness of the spaced armour. That's going to require another bake tho :( Are you painting in Substance Painter? It looks really…
ehhh, if it's made of forged and tempered steel, it's not going to snap... unless you drive a quarry truck over it, and no one wants to whack your axe, they want to whack you. (that doesn't sound right for some reason >_> ) The hammer end of the axe looks a little small though. Maybe turn it into a longer, thin armour…
Will definitely look into the proportions of her feet, I thought they weren't too far off but well see ;) If you have any suggestions for boots im all for it! I'm lacking on inspiration atm for the bottom half and may well add some leg armour Again please crit guys/gals I need to improve ;D
so i thought it a good idea too ad a 2nd character which i figured blitz would be fun to armour up with a bit of a medieval look lol (only temporary might scrap the idea). decided i wasn't digging the glove so reconcepting that (again). need a little more perspective adjustments i think.
good concept choice! it looks like your character has a long torso in comparison to the concept as the bottom part of the armour looks too high on his chest. The shoulder pieces dont quite look wide or bulky enough yet in my opinion. could just be your base character is too generic and not bulky enough?
Old meets new... This fashion obsessed ronin combines traditional samurai armour with modern-day alternative Japanese styles, as often seen in the Harajuku district of Tokyo. The look was inspired by the mixing of the traditional with the ultra modern that is a hallmark of Japanese culture and is intended to give a…
how did you fix the tangent space? i put a normal map node and lowered the strength but its still somehow awkward, isn't there any good material setup for cycles? How come i did not find any setup that matches the marmor set when cycles is actually closer to real lightning than ms.
Everything looks very wobbly right now. Needs some sharpening up in edges and crevices I think. It's quite noisy right now with detail everywhere. I'd suggest making the more sensitive areas like the underside smoother and keep the roughness of the outer armour layer, sort of what you had going on in your concept.
I really like all the organic bits to this model and most of the armour, just the foot part of the boot seems kind of boxy and clunky, like she'd have trouble moving nimbly while wearing it. Having said that I dont think its a major thing, and the overall feel of the model does work. nice one!
Might be worthwhile checking out deviantart.com, some of them goth chicks love photographing themselves and it would be great reference for a chaos character like this...also maybe get some basic work done on the armour/clothing to help visualize the overall look as you go along?? Looking forward to seeing some more…