We don't have a ground to start looking from, so we don't know what's right or wrong! What style were you targeting for? There has to be some kind of inspiration too!
Oh yeah, I don't know why I assumed you could read my mind ^_^
Generally I am just very very good at starring myself blind, and not being able to see obvious flaws, so I was just interested in hearing first impressions.
My goal is to reach something of AAA quality. This is my second attempt, and even though it is closer than the first one I did, which was horrible, it is still not there. I would love if anyone could give me a few hints, and point me in a direction from here.
It's difficult to critique something not close to anything you haven't seen before.. so I would say, if you want to increase your skills, that you should start doing something comparable to anything real.
Talking about the model, the first thing that I would critique are the textures. The yellow thing on the head doesn't match with the rest of it, and it's incredibly detailed compared to the blue zone. I don't know if they are bone, or why the blue skin fades to it. The model itself looks like it's been lit by a skylight; no shadows, no contrast.. you may want to change that. If it's a normal direct light, then you should really edit the normal map and the specular.
About the design, if I went for a triple A level I would make something much more closer to reality. It's definitely humanoid, and looks almost human, so it should have the same anatomy. It should look more 'organic', so to speak.
Replies
Generally I am just very very good at starring myself blind, and not being able to see obvious flaws, so I was just interested in hearing first impressions.
My goal is to reach something of AAA quality. This is my second attempt, and even though it is closer than the first one I did, which was horrible, it is still not there. I would love if anyone could give me a few hints, and point me in a direction from here.
Talking about the model, the first thing that I would critique are the textures. The yellow thing on the head doesn't match with the rest of it, and it's incredibly detailed compared to the blue zone. I don't know if they are bone, or why the blue skin fades to it. The model itself looks like it's been lit by a skylight; no shadows, no contrast.. you may want to change that. If it's a normal direct light, then you should really edit the normal map and the specular.
About the design, if I went for a triple A level I would make something much more closer to reality. It's definitely humanoid, and looks almost human, so it should have the same anatomy. It should look more 'organic', so to speak.