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Personal Project - Final Level Boss

polycounter lvl 3
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PedroCorreiaArtwork polycounter lvl 3
What do you guys think?










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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    The idea is sort of clear; sort of a hermit guy waiting for people to come to him so he can keep their weapons.  THat's how I'm reading it at least.

    The character needs a more focused design.  Right now it reads like his armor is just cobbled together from assets and its hard to read WHO the character is from the way he looks.  He looks less likea  boss and more like a tsundare anime character.

    Materials feel flat. Lighting feels too even.  Shadows could be better utilized to carve out focal points in the images.  The stone texture reads monotonous across and against different surfaces.  What are your rendering this in?
  • PedroCorreiaArtwork
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    PedroCorreiaArtwork polycounter lvl 3
    Great critique, spot on actually.

    For starters, the basic idea was of a clan's leader that had to face his challengers in this place as tradition.
    The weapons were laid there at the challenger's disposal to take on the leader.

    The character's accessories could use more detail, sculpted as well as painted, I don't have any assets yet, this was plain 'This'll do' mindset..

    The materials.. I really don't want to hold on to this excuse any longer, but it really was my first time dealing with Hypershade in Maya.. Still trying to really get the hang of it, need to give more focus on texturing. The skin could use more specular, for example.

    The Lighting was a pain!
    This is an almost enclosed cave, you only have the entrance, which is a closed iron door with no chance for the outside light to come in, and two openings in the ceiling, I did the Lighting in Arnold and had to tweak quite a lot just to get the scene visible.

    Overall.. for the time I spent on this I'm really proud, can't wait to put into practice all the things I learned along the way!

    Thanks for the help, really!
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