Ok, someone correct me if I am wrong, but if I understand this correctly about Substance Designer: Substance Designer does mostly procedural / node-based texture generations similar to what dDo does, but operates through a Node-based GUI to do so. So instead of a bunch of layers and PSDs like dDo, you're dealing with it…
You gotta give her a smile if her smile lines are that harsh. Remember that you also need to capture Jinx in this! So, imo, the main things here apart from the smile are that the cheeks aren't raising the lower lids of the eyes. Jinx is "crazy happy", her smiles are very, very genuine. You can even see it in the concept…
I'm not sure about the Nose's topology. It leaves off a lot of loops going up to her forehead, though you did end them right there. I'd do it differently myself, though,
While I do appreciate the stylized look, I am trying to edge away from it and add some realistic fidelity to the skin, such as the pores, etc. Adding additional low poly elements, we're hoving at above 60k tris. Will fix the nose topo issue. It's just a density issue right?
Golly, right now with the face again, it feels like I'm making edits in the minute. lol. Definitely need to step back a lot more. The eyes are ever so closer together right now, because it felt REALLY separated before. Plane from cheek to nose bridge fixed hopefully. Did some fixes on the lips, as well as doing that slight…
I remember watching a great tutorial by Ryan Kingslien where he goes into some of this. I'll get you a link, just so there's no confusion. http://youtu.be/nSW6ALspyZI?t=5m54s Feeling my own lips, I can definitely feel those "muscle fibers" moving towards the nose, creating that protrusion near the top lip. --- Edit: As Pyr…
WIP 08 If anyone has any critiques, I would definitely like to hear them :) ! Clothing folds being blocked in as well as seams. Face has gone through proportional changes. Changed the shape of the nose to reflect the shape seen in the League of Legends Jinx music video. Added preliminary eye shadow and blush, and skin…
Yep no that nose topology isn't okay. You need to keep the topology more or less even. Some good examples for stylised females (even though they're for animation, they actually dont have too much more in terms of polys than you have here). I'm sure there's better examples even, but I just can't remember for the life of me…
@Swizzle: Tried implementing the pin-up aesthetics. Rounded cheeks, thinned out and defined the nose a bit more like your paintover. Regarding apple-rounded cheeks, is that a shape ide aonly, or a color as well? Real-lfe example, is it something like this? I'm going to remark that I still don't think I'm going about…
@garriola83: I was taking after this Elvgren painting for the cheek blush. Here it looks pretty low to me, and still aesthetically pleasing as well, so that was why I originally had it there. I moved it up though, since it seems a bit more real. The eyelashes are temporary. Gave her more forehead space by moving her…