Re: Unforbidden (platformer)
Yep, very true. Badly done 3D characters keep reminding you of their flaws, be it weird proportions, blocky animations or embedding their limbs in solid matter.
I'm not an artist (neither 2D nor 3D) by any chance, so I'm trying to get around this by limiting my own work to the environment (caves, mountains, etc.) and buying 3D models where I know I would fail horribly. I also decided not to do any close-ups, circling cameras or such - it'll be just like a 2D game with little sprites getting violated, except that it's all 3D models.
Here are two close-ups of the main character (replace _ with : obviously):
http_//i.imgur.com/L9NssnX.jpg
http_//i.imgur.com/goLaUUk.jpg
Well from what i have seen, you have a basic understanding of 3D, you just need to get a little better with your animations (or skinning for the rig), when she was pulling herself up her arms were not working like a normal person from what i saw, it felt like she was a machine then anything else (that can be fixed by using Polycount's website for human anatomy movements)
There are plenty of websites out there to help you out...
if you need programs or at least some to look at for getting an idea of how models are made that look very realistic i would recommend the following
3ds max (staple for any Modeller really)
Maya (similar to 3DS max since its same company but animation options are better)
ZBrush (create high and i mean HIGH poly models with extreme detail, like molding clay... import model add high poly details, create a topology for it and export it back to 3ds max and then create a normal of it)
Crazybump (quick way to create specs, normals, and a wide variety of additional textures from one image.... if your in a snag)
NDO (normal maping addon for Photoshop, or new stand alone version)
DDO (same thing but now has a stand alone that does AMAZING WORK!)
Photoshop (detailing your textures)
Xnormal (similar to crazy bump but you take your high poly model and low poly model and it does most of the work for you in creating the textures)
theres a vast list really but thats the normal things i have come to use for 3d modelling... (environments are so fun to work on)
but if you need any advice on what to tweek or fix... im sure some of us here will be able to offer some help and advice.
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as for your character model since you wont be able to see her up close (unless you plan to add a G.O.R or close up in the game) it looks like it will be fine, her texture on the clothing though may need some touchups but overall your anatomy is correct in terms a proportions.
Your test environment lighting needs work (but its free unity so i know what you mean... need to get the pro version sometime and see the difference)
please do keep it up, even though it may not be able to be a portfolio piece or anything... you can always make use of your models later for future projects (environments, monsters, main character) just dont think combination of monster xxx'ing protagonist will be good for a employer
Edit:
also if your looking for 3d help...
a few links that could help with your things
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(male female body)
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(main wiki where you can find everything basically)
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(hair technique)
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(hair technique)
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(modular environments, can be applied to unity)
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(modular rocks technique)
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(I CANNOT SAY HOW HELPFUL THIS IS! it shows how body moves and talks in depth on it