Hello there! This is my progress so far on the lamp. I know this challenges are meant for realtime rendering, but I wanted to test my hardsurface skills and go full subd on my highpoly. After I model all the pieces I'm going to do the proper retopo for the lowpoly and bakes.
First of all, if you're going to post on an art forum, it's a bit rude to ask people to email any feedback. We all learn from each other when discussions occur in full view. It's also easy to turn on email notifications for forum responses.
Secondly, you shouldn't claim copyright on all this content because a lot of it is not yours. You should ask for permission before posting someone else's content (unless there's a clear license allowing it already), and you should include a credit line for each image. It's just the right thing to do.
It would also be nice to have a concise summary of your points.
Hey, congrats on finishing the character! No full body renders though (ah I see, Artstation project has them)?
Presentation-wise the materials look a bit matte, perhaps another light coming from the side to add some specular highlights, in particular on glasses and skin.
I think the wrinkles of the face could be a bit more pronounced, and the hair could perhaps be a tad more messy as it currently looks a bit hard/ helmet-like (perhaps closer to head but more pronounced fly-aways?). Looking at the clothing in the Artstation project, I think the folds don't quite match the type of fabric used for uniforms, perhaps another pass looking at folds from uniform references.
Printed my low poly Ninja Turtles and also painted two. Printed in green PLA by myself. You can download them here if you like: https://www.thingiverse.com/thing:2968399 Default size is tiny, the main ones I printed are double the size.
Gnarly. I don't have anything to add, really, other than that I actually thought this was 2D for a moment when scrolling down, due to the mentioned flat lighting and the rather strong and homogenous looking noise overlay.
Presentation-wise, I think currently the lighting doesn't help to sculpt the model's features. Perhaps start with a 3 point lighting setup. When choosing the background, I'd be careful with contrast and think about how it affects the character lighting. I think white background has too much contrast making the character look cut out, the other background merges too much with the creature. The logo contrasts hard against the image, drawing attention away from the model. It would be nice to have a more natural pose for the presentation.
Design-wise, other than some horns, I don’t see much bull-features. With an original design, I would extract defining features from references and think how to integrate those. Another way of course would be to later change the name to something that aligns more with the final result (idk, "horned undead beast")
Execution-wise, it reads a bit noisy and overly bumpy. With textures, I would make sure there's some variance in the details and they're distributed reasonably, based on surface type (bone/ horn structures more smooth, less bump). Perhaps the texturing covers some anatomical weaknesses and lack of definition of the base model. To get feedback on those aspects, it might help to share a clay render of the sculpt as well.