3D Character (Constructive Feedback)

Hello dear CGCookie Community,

Recently I've been working on a 3D character from the Witcher Series. The name of this character is 'Gascon Brossard'.

Link: [DELETED]

Reference:
https://static.wikia.nocookie.net/witcher/images/0/0a/TB_gascon.png

There are very few reference pictures like front, side and back view of this character.

Not a perfect result but I tried my best.
I'd like to create my personal 3D portfolio. Could you give me a constructive feedback?

PS: This is still work in progress - The sword and other small details are missing

Thank you!

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Reply
  • Artur (AutopsyGuy) replied

    By the way, my scene collection is a mess. Sorry for that!

  • Omar Domenech replied

    It says access denied and that I need access. You can post a couple of images here if you want for more people to take a look at it. 

  • Artur (AutopsyGuy) replied

    I've just updated the access permission. Should work now. 

  • Omar Domenech replied

    All I get is this:

    06 at 8.42.37 AM.png

  • Adrian Bellworthy replied

    me too!

  • Artur (AutopsyGuy) replied

    Sorry guys. Screenshots added!

    As I already mentioned I've been basically working with one reference picture. There isn't much any other information about this character like a view from a different angle etc.

    Reference picture:

    reference.png

    My work:

    024-05-06 184211.png

    024-05-06 184343.png024-05-06 184521.png


  • Omar Domenech replied

    That is looking good man. That is at least PS3 to PS4 graphics, which is good. To aim for hyper realism is a lot of practice, that's the holy grail and it's super hard to achieve. You can build up to what you have, try to get more detail in and that way slowly get from PS4 to PS5.

    1 love
  • Artur (AutopsyGuy) replied

    Thank you for your reply. Really appreciate it.

    Can I add this work to my 3D portfolio once I'm done with all the details and fine polishing? I mean is it really good enough? I'm asking because I have absolutely zero experience and I'm getting kinda desperate. 

    Anything I should be aware of?

  • coyo (coyohti) replied

    Oh dang, that is really nice! It would be interesting to know what your goal is/was for the overall look of your piece in order to give more detailed feedback. Realism? Game-ready? Something else?

    1 love
  • Martin Bergwerf replied

    Hi Artur,

    I agree with Omar, that this looks really good! And from only that one reference image, that is amazing!

    There are two things that I noticed, the mouth corners on your model look weird. In the reference, the left mouth corner is stretched out, as you can see from the muscles there, but your model's mouth looks strangely wide in a relaxed pose and also makes a weird exaggerated bend/hook:

    Gascon_01.png

    Also, his thumb looks too short and stumpy. (Actually, all his fingers remind me of sausages 😉)

    But again, overall it's a great piece of work👍🏻

    I am super impressed!

    1 love
  • Omar Domenech replied

    Someone like Kent can give you better feedback on whether it is portfolio material or not. I don't know much about characters, I don't know if the competition out there is too fierce or not, because you see some amazing hyper-realistic stuff, but that might be a tiny percent and what you normally see in portfolios is more on the normal range. Let me try and rope Kent in, perhaps he has time to comment.

  • Artur (AutopsyGuy) replied

    coyohti My goal is to create a game-ready video game character. (:

    No rigging and animating though because it's just too much and kinda overwhelming. 

  • Kent Trammell replied

    I noticed the bat signal out my mansion window....AutopsyGuy - Congrats on your character! It's clear that you've put a lot of work into it and evident that you're developing your skills effectively.

    Some general feedback I'd like to offer:

    • Consistent detail / attention across the entire model. Some areas seem to have more attention to detail than others. For example, if you add cloth details to an area, it's noticeable when other areas don't get those details but should.


    • Ambiguous design loses relatability. The shoes lack detail that would connect it to reality. They're like lumps of leather without any seams necessary for real world shoes. Of course fantasy designs have a lot of freedom to be unique but they still need to still make sense. Often I see shoes turn out ambiguous like this as if an afterthought: "No one will notice the shoes so I don't have to add any details." But in fact it is noticeable:


    • The "digital clay" aesthetic. Underdeveloped clothing can feel a certain, unrealistic way...kinda like digital clay. Clay clothing can feel like rolled out dough cut with a knife and draped over the sculpture. The result still feels very much like clay and not fabric. This can easily happen to clothing that doesn't have adequate seam and/or wrinkle details.


    • Neutral poses are boring. It's common to pose neutral character poses, like T and A pose. But this suggests two negative things:
      • possibly lazy and only willing to call the minimal result done
      • doesn't know how to showcase their model in the best light

    • Presentation matters a lot. The goal of a portfolio is to convey that you have skills that stand out from the rest. Presentation carries a lot of weight here. 3D viewport screenshots, again, suggest the minimal result is good enough to you. When other artists are going the extra mile with presentation, "good enough" doesn't get noticed.

      Consider this model's presentation. The character has a subtle pose, the lighting is appealing, the camera essentially serves as a turntable (super common) BUT it's stylistically treated like a photo shoot of sorts, with the camera going in and out of focus. This adds so much interest to a basic turntable.

      Learn to utilize lighting, poses, and the camera to make your work catch eyes!
    1 love