Critique welcome!
I've been lurking around here for a quite a while, ignoring my inactive account, but have now decided to grow up a bit and start a thread for critique after some motivational listening from the Crunch Cast.I don't have much that's actually completed (some of my earliest stuff is so messy the eyes bleed), but here's some of the things I've created so far.
I'm currently still a student (and quite new at this) but after June next year that's all over. So, the pressure's on for me to improve as much as I can between now and then, lest I be lost to *insert preferred fast-food chain here* until I'm 80. I'd therefore appreciate any critique you toss my way. The more I get, the more I can improve, right?
A sketch turned into a digital monstrosity:
An oldie I did about a year ago (the background was rushed, I spent a bit too long on the main prop):
Replies
I did a quick paintover to show you what I mean.
I added a lot more shadow and strengthened your highlights. I also added some subtle randomness in the stone color with a very low opacity overlay layer, filled with scribbled shit. This is still pretty conservative, but I didn't want to change your original look too much. You could push it even further.
You might want to think more about where your light is coming from as well, the highlights on the cracks seemed inconsistent.
Hopefully that helps. Let me know if you have any questions or want me to explain more of what I did. Nice work so far, you've got a good start here too.
So, I just created a quick blockout to see how I'd handle it. Probably won't continue past this stage- I was just curious. (note- the building thing in the background was just hacked together for rough scale, which I then proceeded to forget to use)
I'm filing this under "learning experience".
The horrible Maya shot showing normals as diffuse maps just helps me keep track of what has normals and what doesn't- the two marmoset renders are in-progress.
Yay! Learning experience! If I hadn't been hooked on Dawnguard for the past few days, I'd be much further along
Just over 4K tris, an ungodly 2048 texture (I was directed to use this size). Diffuse, Alpha and Spec maps.
Will definitely brush this up later, but for the moment it will hold up as a basic model.
Gave this another pass with the Fast Mallet brush (ah, how I've missed you...) and the Pinch brush, which I'd never considered using before. Hopefully there's some visible difference between the previous upload and this one :P
The alpha isn't showing up properly, I think I need more knowledge of marmo. This is currently sitting at about 1.5K but I'm about to pull it down further by collapsing some loops. Hopefully it won't mess with the texture too much (256x256 - emmissive, diffuse, normal, specular, alpha). I timed this- 5.5 hours, less polish than I'd like.
Looks like I just need more practice all around :P
I went for a really loosely painted diffuse mostly for amusement's sake. Once I stuck the light and ambient occlusion/cavity maps over it though it doesn't seem to matter. Apart from the horrible chunk of wasted space at the base of the image, if anyone has any thoughts please chuck them forward :P
In the middle of doing this I got a tonne of advice on how to bake in lighting properly (this is all just running on a number of tiling maps fitting all within 512x512, 207 verts roughly for each slice) for a more mobile friendly thing, I'll definitely look into it next time. This was, nevertheless, a valuable learning experience.
I'm going to deform the mask to more of a concave shape once I've for the teeth fixed and the height of all the detail sorted. It'll be harder to adjust these things after I've warped it.