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Someone "please" critique my portfolio Showpeice.

Hi, everyone Im new to this stuff..well forums and all that is. But yeha Ive been workign ahrd on this character, its ahd its ups and downs and now its pretty much finished. I have re-done the UVs adn re-done the textures so its taken me longer tha it shoud have but I leanrt . But natywasy any artistic feed back would be appreciated, mainly on the textures. There are some thigns I cna still see but if you guys out thee see anythign major Id liek to know. Thanks.
(Im not usre how to get pictures to show on this forum stuff so if they dont show please check out my links)


http://i89.photobucket.com/albums/k240/b_granger/Body_Texture1.jpg http://i89.photobucket.com/albums/k240/b_granger/Helmet_texture.jpg
http://i89.photobucket.com/albums/k240/b_granger/scifi-2.jpg
http://i89.photobucket.com/albums/k240/b_granger/scifi-1.jpg
http://i89.photobucket.com/albums/k240/b_granger/scifi-3.jpg

Replies

  • Tulkamir
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    Tulkamir polycounter lvl 18
    Hey man, you don't happen to go to AI burnaby, do ya? I think I've seen you texturing this...

    Anyways, critiques at the moment would be for one that we could use some better renders. Black backgrounds are bad, and it could be a bit higher res. Also, some wireframes would be great.

    For the textures, they look fairly good, but from what I can tell what should look like metal textures seems more like concrete.

    I also think you could do with making the character in general more interesting so it really causes the "wow" factor sort of thing. Most especially if it is your showcase piece. Making the actual model itself have a more interesting sillohoute is a good idea as well. It might require more polygons, but unless your shooting for a job working on handhelds I don't think that's a huge thing.
  • Toomas
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    Toomas polycounter lvl 18
    The texture looks like stone, very bland and boring stone.
  • danr
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    danr interpolator
    make the most of the fact that you haven't mirrored the UVs, and try some assymetrical detail across the armour. A logo or battle damage on one side of the chest for example.

    Agreed what the others say about the stoney metal ... this amount of metal is damned hard to get right though - you might want to go for a matt-painted look (good for chipping bits of paint off on the edges and having shiny metal showing through) or even plastic/carbon fibre
  • Quasar
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    Quasar polycounter lvl 19
    Hello bgranger, welcome to Polycount!

    While I agree with Tulkamir and Toomas's comments about the metal looking too much like stone, I believe it has a lot of potential to look like metal if you add some nice specular highlights like scratches and other subtle forms of damage.

    I think the colour scheme can use some rethinking too, that green and yellow are clashing. I don't want to start suggesting colours, so I'm just going to recommend that you do some research into colour theory. Keep up the good work though grin.gif

    I would also like to know if you go to AI Burnaby because Tulkamir and I both go there. And please post some wireframe shots! ;D
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