Minor crit: Berets don't have a black ring of rubber at the bottom, they have a black cloth part with a rubber band going through it (the cloth therefore is a bit thicker at the bottom), if I remember the thing correctly (though I'm pretty sure it wasn't a big flat rubber band on the bottom). You can add small folds to the…
Hello there, here's a WIP FAN ART of RYU from Street Fighter. The main goal is to obtain a "game-ready" character, with PBR textures and materials. I'd like to revisit this iconic character with realistic proportions, clothes and some accessories. I'm still struggling with clothes and anatomy, then will focus on the face /…
Looks a lot better than the last iteration however I think Pav3d's critique still stands, and I would personally push the stylization more. More specifically: * Enlarge the pupils. * Adding an outline shader. * Hatching on clothing and accessories. * Add more textural details to the clothing * Maybe add AO or something,…
Thanks man . Your Dark Monk is really awksome, especially the skull mask is so nice! DAY 4 CUSTOM CLOTHING Next, I design a special cloth for this heroine. The trick is playing around the opacity map in ICONE. This result will be similar to Zbrush sculpture. However, the basic shape will have some contraints. Anyway,…
Your observational pieces are quite nice, but it looks as though the folds don't carry over as well when it comes to the character drawings. I'd bust out some cloth and clothing reference when doing illustrations, as it'll make your skirts and things come together really nicely. Also, nice turnaround. Feet are a pain in…
Nice character designs, the crit I have to give is that I think that some fabrics may have too much noise. The noise makes the clothing show off more specular than they actually would, giving the models that grainy look. Other than that good work! I'm still having pretty big problems myself texturing characters and…
The big things that I think will still be a graphics challenge are; - Trees and foliage - Fully destructable enviroments (when it works for the game) or at least fully simulated/destructable debris and props - Full body cloth sim, stiff wrinkles in clothes always scream CG to me. - I think we'll still see similar limits…
Your armor and clothing look really good, with the exception of some strange clothing folds in some areas. My major critique would be look harder at your anatomy because it is really sticking out. You have height proportion problems of different degrees in almost all of the stuff you posted, and that guys face is looking…
Here is what I've got so far in the clothing texture, I'm am very pleased with the results I have been getting in Quixel. Since the app revolves around working in Photoshop, it makes it much easier for me compared to learning a foreign UI such as Substance The boots definitely need work, as does the dangles and I need to…