I guess it's all about just defining what it is you want to see, a certain level of trial and error, and then making sure your team is on the same page haha.
Your texture is really holding back your model. Especially the spec - don't generate your spec by just making a contrasty diffuse. Actually define the material properties.
TBH I think you could get the same amound of detail with a 3000-poly mesh. There are too many polygons which don't help defining the silhouette at the moment.
"It was 7:51 a.m" <-- rookie mistake right there. 11am-2pm are definately the best hours. Nice to know that i used to earn 10 times as much as Joshua Bell
Well, I think the skin is a little "shinier" than in the concept. Prolly cause of the contrast in colors. Also the character in the concept is a lot.. uhm.. smoother. Not as many defined muscles.
Who we are: Hi, my name is Dawson. I'm a professional developer for a major US tech company. Outside of work, I'm a writer and occasional game developer. I'm working with a friend who is a developer at a different major US tech company and a talented musician. What I'm building: a cute mobile 2d game where you run a cafe…
Hi! Just looking at the pictures, I wouldn't think they belong to the same project, more like a collection of images. Regarding use of AI: Personally, I don't think when starting out it's productive use it, as it results in giving decisions away and accepting results. Maybe the result will lack personality/intentionality.…