>>110543I'm trying to see it, but I don't see it.
>>110544>I think you need to be careful with using textures that have the appearance of different mediums (i.e. if you switch from a hard round brush to a soft round airbrush you need to do so strategically, same with "textured" brushes that function like charcoal or graphite pencils-it's often preferable to just stick with one or the other). I noticed in the female model the shading of her face is like a teal while it's pink for her body.I'll be honest, my texture workflow involves giving an AI an example texture and a UVmap to apply it to, and then I try to edit anything out of place to the best of my ability. I didn't notice there was so much contrast between the body and face until you pointed it out. I do make an effort to get them to match(and it's something I will need to do for multiple different faces and skin tones potentially)
>If you use low resolution textures for your environments you should absolutely do so for your character models too so that they complement each other as well as possible, stylistically.I intend to make the environment higher resolution. It's something I should have gotten around to by now, but just making a few character models took way longer than expected.
And I still need to make a bunch of clothes and fix the inevitable clipping that's going to occur with every outfit and there's still at least 2 more races I plan to make I considered making ultra lowpoly models with lowres textures, but there's already a lot of indieslop that looks like that, and I have it in my mind that I want it to look roughly like something out of the 6th gen console era.