Hello all!
The customer doesn’t like this character that I have made. He says that he is non-photorealistic. Tell me how to improve him in Unity? Maybe try to use the SSS? However this project has been planned for VR and the good optimization needed.
OK - this might be a little harsh - nothing personal - but better to be honest than false.
Hard to gather from only one simple head image, but here goes.
- Skin is too shiny, adjust the spec map.
- Skin is too even in color. Add more color variations to the skin, subtly. Research the sub-dermal tones of skin, commonly bluish-purple-dark red and even shades of green.
- It looks like the sculpt was not completely realized. It looks very pudgy, very much like half formed clay. The clothes do not look like clothes, they look like sculpted clay clothes rather than clothes.
- Ears look kind of sharp in the cracks, minor compared to other edits needed.
- It looks like the spec level on the clothes is consistent which is unrealistic. They are not reacting to a quality normal map and also incorrect. It looks too uniform. The red areas would be a different spec level than the green area, and the leather strap would have different spec level than the clothes and the threads on the leather strap would have different spec level than the strap itself.
All seem tied to the original sculpt, and the maps/textures derived from the sculpt. - The blue part on the hat looks like a fluffy pillow. This might be accurate - because some (most) military uniforms are completely silly looking. Though that pillow look might look better as a sharper, more angular head covering. Something like a US military officer head covering.
- Eyes look muted. They should have a higher shine (specular level) than the rest of the model.
- The brim of the hat and the black leather band should have a high specular value - with a strong highlight.
Hope that helps.
