Most cg characters are face and hands rest is covered with cloths/armor/shoes so that should be your primarily focus ,secondary rest of anatomy If you like to learn whole pipeline use some simple cartoon character that you can finish in a few days
The cloth on the concept looks more complex and more detailed. You can benefit from using marvelous designer simulation. Leather parts are also more detailed on the concept.
A simple render in blender cycles that shows that the metal and cloth should be darker and to have more contrast. The next step is rigging. And I also need to add a weapon.
carvuliero for all the feedback + paintovers, tried my best to fix anatomy stuff, narrowed him and completely redid the arm armor. Also went with thicker bevels around the metal and tried to emphasize more of the shapes from the concept. And added some thickness to the cloth as well! Gotta move on to lowpoly now to stick…
Best way to present Character work would be the traditional 3-point lighting technique. Although not that realistic, it shows of the form and highlights the character from the background, focusing the viewers eye straight to the focal point - your character. Basically you have a Key light that sets the general direction of…
Choosing a project isn't easy, but if you treat it like a job it isn't hard either. For personal projects for fun it absolutely doesn't matter what you do or if you finish it, so meh. Its your time, your gain/loss what you do with it. For portfolio pieces things are quite different. A portfolio isn't anything else than…
TA's model has so much wrong with it, I don't even know where to start.. Her model is skinned and triangulated quite badly.She was never triangulated properly so any new instance of her model has different triangles, that means her model from the website, the LOD1 and the LOD0 all have different triangles.. oh and LOD1 and…
So much stuff, wow. Vehicles: - Do the planes need to be that high poly if you'll only see them flying over head I bet you could trim down the poly count if they are to be actual in game models used for real time? I guess if your aim is to combine a bunch of portfolio pieces into one and show individual shots of each…
Welcome to polycount man--certainly better than my first post was, back in the day Something that I notice about your texture work is that there's very little saturation to the colors--are you shading with black almost exclusively? Try to avoid making shadows that way, as it tends to suck the life out of all your…