Rendering For Portfolio


#1

Hi all!

It is pleasure to be part of this amazing community! I’m junior character artist and Rendering and Final composition is quite new for me, so i will appreciate your advice on how could i improve this render.




#2

welcome to the forums. :slight_smile:

A few things that stand out for me:

The pose could be more dynamic/exaggerated. As it is it looks like he’s just balancing on one leg, rather than attacking with a powerful Muay Thai knee-strike.

I think the work you have done on the skin detailing suffers because it is all over the entire character. If you look at a real croc/alligator its underside is a lot softer than the top. So there is contrast to the detailing. Consistent, strong details all over tend to look noisy. This is also evident in the texturing.

The lighting is very dull, lacking contrast, and without a strong fill light. This leads to a flat image that doesn’t really lead the eye anywhere.

The hand-wraps look very soft and doughy. I don’t get the sense that they overlap, or are wound tightly.

The shorts look like they are made from stiff, shiny plastic rather than polyester. This is a combination of the modeling/shading. Real Muay Thai shorts have a large, strongly elasticated waistband that results in a lot of wrinkling.

Composition-wise the character is just placed in the centre of the image with dead-space either side. If you re-pose you could lean him back towards camera right(favouring that side) and crop the left. This might help to add a sense of gesture/line of action.


#3

Thank you very much Daniel,

I will address all the aspects you have mentioned and get back to you. Need to go through couple a Light and Rendering tutorials. This is my first video game character witch got through Highpoly, retopology, UV and texturing so I want him to be perfect reflection of my hard work.


#4

Oh, its a real-time character that you brought through the whole pipeline. Great job. With a few of the tweaks/changes I mentioned and maybe some input from others I think you can be happy to have created your first character as a success.

As this is for a portfolio you really should push yourself as far as you can. And look at other game character artist’s/studio’s work to get an idea of the quality you need to contend with.


#5

Hi,
I have reworked some things you have mentioned. I have red big book about lighting and rendering and i already feel the difference in my work.
First image have been rendered in marmoset, second in Maya Vray. I just started learning Vray so there is much more to it then Marmoset and definitely much more challenging to master.
In Vray image, think lost a bit of saturation compare to marmoset one. Let me know what you think.


#6

If you’re using vray and you have reflective areas, just add a dome light and go from there. I usually just add a dome light for reflections, of course your key and fill lights, then experiment.

good progress btw