Very good points Nick, major forms, story, context, can be important notes to hit. Something might feel and read just fine but isn't selling some key element. Like the size, of a significant garment, accessory, or weapon.
Repetition of tiling textures and modular elements can be broken up in a number of ways. Material blending, decals, prop placement, lighting, etc. Be sure to check out the polycount wiki if you haven't already, there's a lot of really useful info there.
I like those ideas! I was thinking of adding that chevron that's on her forehead to the main barrel as a spray paint stencil, but that was about it, once I get the gun proper done, I'll add some of those elements, thanks guys!
I'll go about mirroring the UVs on the non focal elements (petals, bag etc), though I'm gonna keep the non symmetry on the face since I want to make that detailed assymetrically so it doesn't all look monotone.
Imo this looks awesome. My only crit would be, that I think, that the hips are too wide. But that's just my opinion. What also jumped into my eyes were those cool sci-fi elements. (Mask, back) Cheers
Another update on my beast, worked on some feedback notes I had received. I'm going to be adding more detail on the body like scars and such, and then start working on the other elements in the scene. C&C Welcome :) latest WIP:
Yeah thats one thing ive been struggling with, how to stay away from the octagons. Im going to try to add some elements without becoming cliche, not exactly sure what yet though. Thanks for pointing that out.
All polygons are triangles. Quads are mainly there to help see the model in a clearer form. At the end of the day what you are skinning is actually triangulated, however keep things as quads, because like you say it is easier to see the elements of the mesh.
Setting a theme, and then disallowing elements of said theme that have become generic. I like. Gets the creative juices going. 1st rule in every challenge should be 'No fully dressed chicks with exposed breasts'. Even if its an environment challenge.
Maybe the poly mode in edit poly is selected thus unwrap is using only one polygon. Check it, it should be unselected before applying unwrap. Also, pelt may not work properly if you have floating/detached polygons or elements.