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Kamanira

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I gotta say, I'm loving this model. There aren't many models out there based off of the miscellaneous characters from Monster Girl Encyclopedia, so something like this is a diamond in the rough. The quality of the model is amazing, as well. The only qualms I really have are related to the relatively low poly count of her shoulders and the way the fur on her legs seems to cut off a bit too straight. Another nitpick is that the skin on her legs are a different color than the rest of her skin. While this looks good in the art you linked, it doesn't translate too well to 3D, and the gradient should either go farther up her body (solid color up to just above hips, gradient goes from hips to lower chest, just below the breasts) to reflect the original art a bit better, or be removed, to reflect the official art. The ears are rather low-poly, and it might be best to smooth them out to either smooth them out entirely, or put a bit more detail into them. As they are, they look like a blocky mess. The Texture work on her chest fluff and the fluff on the top of her arms could use a bit of work as well. Rather than putting so much detail in, might I reccomend making it a bit more solid? In the original official artwork for the hellhound (located here: https://i.pinimg.com/originals/6b/67/93/6b6793e014675bfffdea59430e578210.jpg not official source) it's shown that her fluff is a solid color that turns brown along the edges. Now, while detailed textures are nice on a detailed model, the model isn't nearly high-poly enough in regards to her fluff, so it makes the texture look really rough and crunchy, for lack of a better word. As for her arms, there's too much coloration it should be a reddish brown (like what you have) but the yellow should only be on the outer tips as a gradient, not on the inner parts. As for her chest fluff, there's too many edges to it. If I was to put it simply, think of it like two concave triangles overlapping one another. the one on top, the larger one, goes towards the back, and the smaller one, positioned in a way that it moves between the breasts and barely pokes out from underneath the large triangle on the sides. Finally, simply add two more, much smaller triangles to the back, that jut outwards from the back of the large triangle. That's how I see it at least. Finally, the flames. Now, seeing as these are still images, I can't tell if they're animated or not, but even if they are, they require a bit more detail. The flames in the official art are much larger, a small flicker of yellow, that transitions to orange before settling into red. Again, see the official art. But again, these are all just my nitpicks. Aside from that, amazing! I would love to use it in VRChat myself, should I get the chance.

KomissarbAv responds:

I'm glad that you liked this model and I'm happy for the critique, even if the majority of it is either nitpicking or beyond the reach of how I work.

I model predominantly in lowpoly, so it shouldn't really be a surprise that all of my models look really jagged and blocky in places. More than half of the time it's entirely intentional, since I personally think that lowpoly modelling has a bit of a charm to it.
While I do agree that some parts of her could have had a bit more definition like in her shoulders, I feel that ultimately it would still defeat the purpose of the aesthetic. If anything, I actually feel that there's too much topological detail in some places, if that makes sense.

In regards to the coloration of her body, your points on her fur colors is hella nitpicky and is downright semantics, since out of the fairly large pile of artwork on the MGE hellhounds, few of them actually keep the exact same colors as the original concept art. As for the detail of the fur in her chest/shoulders, texturing isn't exactly my strong suit to begin with. Is there just enough detail, or too much/too little? Hell if I know, I just zone out when I do that. If it were truly up to me, I would have just made that a flat color with no patterning details and called it a day.
Though I do fully agree that the skin gradient didn't fully turn out as I had hoped. I just really liked that particular image and spent probably two hours fiddling around with the gradients before I got frustrated and settled on the final result.

The flames are indeed static images. Their meshes have a handful of bones on them, and in VRC they jiggle around on movement. Had I a bit more experience with texturing, as well as knowledge on animated materials in blender and unity, I would have totally done animated flames like in Warframe or something. But hey, beggars can't be choosers, right ;)

I don't go on VRChat that often because of how often they break avatars, and it gets really frustrating when you put so much work into something and follow the fine print of requirements only to find out that something was changed in the engine and all that effort was for moot. I use the same username and usually hang out in The Pug, though.

Bird App Escapist, 3D Character Artist, and a self-proclaimed fun person to be around.

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Joined on 3/4/19

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