Hi im new here on polycount i would like to ask you guys for critique and tips , advice. I would like to get a job at game studio working in art team where i would be able to express my creativity and proof myself that i can be very capable artist although im chasing this goal hard, trying to improve i never had chance to get even on job interview not even paid contract, no freelance , only thing i always get is silence from people i try to contact.
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I know this is an older post but in response to your question about where the anatomy is lacking I would say is the fourth face on the bottom right with the male character. The plane of the front of the face's vanishing point doesn't match the vanishing points created by the side of his face. Its not an issue in the other three faces but in the fourth one the left cheek bone and side of the face past the eye is too visible in my opinion.
Onto the full body render the left arm is odd. Considering the material of the jacket it looks a lot looser fitting and therefore you shouldn't be able to see the lateral deltoid protrude that far off since he isn't a bodybuilder styled character.
Hope it helps you!
Also you can check some heavy ppl from the industry work.. not just the polished marketing art, splash art.. ive seen some production sketches from guys at ILM on their personal profiles even instagram and sometimes the faces are off and some photobashes of professional costume concept designers are not that accurate in terms of lighting and proportion, but they convey ideas fast and make them readable... the "closer to perfect" your craft is the better of course but yea.. it takes time. If you have problems dealing with anatomy just use photos to guide your proportions or 3dmodels from daz studio, make a quick screenshot of the thing and paste in phshop, paintover the skintone and tweak the features and then make iterations of it... i thing thats more useful than judt being a perfectionist draftsman, but thats me i guess.