I have found a few - I can work with @ScoobyDoofus and maybe @Eric Chadwick ? To get them hosted somewhere for dl/preservation. Vic20 and MacNulty SDK for sure so far. Still digging around and organizing things.
I would say if the goal is to support a moba/ rts style gameplay, the environment has to much contrast overall. Ideally have some units/ heroes in there throughout the creation process, so you can balance everything in a way so the gameplay elements read well. Perhaps you can add some parameters to your materials so you can dial it in in-engine. Generally vertical gradients can help to make things more readable (for example make trees stand out from ground).
Regarding style, I believe it currently looks more bumpy pbr than hand-painted, with some textures looking like sourced from photos.
The grass being distributes so evenly introduces noise/ contrast, especially with the colors being so different to the underlying ground texture. I would try having some groups of gras in select places. Particular where assets like rocks intersect with the ground, so the intersection appears detailed.
The paths currently seem backward to me: I would expect stone slates being placed in the middle of the path, where's frequently traffic. Perhaps look into mixing a mask into the blend (heightmap?) to achieve a more interesting/ varied transitions, currently the blends borders look repetitive.
For the final presentation, I would add some beauty shots without any OS UI. I don't know if you did this, but through-out the process, it can help to take screenshots and paint on top to quickly explore options.
Sure I was referring to the UVs of the latest character: Some borders seem almost aligned with the pixel raster, but not quite, many others seems more relaxed (didn't mark all islands in question, but hopefully it's clear. I find tube-like/ cylindrical shapes and strips are very fitting for this). Perhaps it comes across as nitpicky ,but I think even when work-samples don't have LODs, it doesn't take much time during unwrapping and allows to show a habit of making assets "future-proof".
Yeah letting go of old projects is pretty difficult. Fortunately ArtStation lets you hide projects so you don't have to perma delete them or something. It may be difficult to land a job atm, it's difficult for everybody, but you have solid stuff in there. Good luck!
I'd suggest that you use anchor points to pull the existing masks into the mask stack on a new layer and blend them there, i find that a lot more intuitive
shheeshh i thought this was a well place (the unarmored version) and you just kept on going ;P this new update the tilted head down version if you look under where the "cheek "hole" would be kind of makes a serpent-ish eye hole with the head down like that and it stood out to me enough to mention it.