This character turned out interesting for my standards, though I may take the diffuse and specular another couple passes if interest persists. Thus I'd like to share with you:
Timothy-Terrorpin-Tortuga, the Temper Tantrum Thrashin Tortoise from Texarkana!
Like the character but the skin/scale pattern is too recuring across the mesh maybe a hard shell on his torso would help him out. It should be a quick fix and you don't have to connect it to his backshell just stylize it to conform it to what would look like a chest and abdominal area and blend that into his skin color.
Reference:
EDIT:
Oh yea and maybe lighten up his undersides <under the arms and the inner legs with a cross between his front shell color and his green skin color.
Hey man, I think it looks really neat right now, however; you might wanna take some more time with this.
Really, I think you shouldn't be afraid to work on a character at a much slower pace.
For example, the arms and legs sort of look unrealized at the moment. They appear as bent cylinders, instead of the complex shapes and forms that make up arms and legs of real animals.
Not that things cannot be fixed up nicely here, but I would suggest you start a wip, where you get crits from the beginning (the concept art) and work from there.
In short, he stresses that one of the most important parts when doing characters is the silhouette. I think if you pushed the silhouette here with this character and gave him slightly more realistic animal anatomy it may really help this piece out.
Here are some great example of an animal character for inspiration:
Listen dude, you definitely have a ton of artist talent. I think if you step back a bit from your work, and carefully plan things out your models will really shine. Keep up the good work man!
Replies
I think you need to continue work on your spec map though as all the different parts are reading as if they are all made of the same material.
I also think you should add some more skeletal definition in it's fingers, right now they sort of look like sausages.
Take this all with a grain of salt though as I'm not a character artist.
http://www.youtube.com/watch?v=wleuoOxZg-A&feature=related
But he looks related to this one:
http://www.youtube.com/watch?v=bLklZ_Bp0K0
Like the character but the skin/scale pattern is too recuring across the mesh maybe a hard shell on his torso would help him out. It should be a quick fix and you don't have to connect it to his backshell just stylize it to conform it to what would look like a chest and abdominal area and blend that into his skin color.
Reference:
EDIT:
Oh yea and maybe lighten up his undersides <under the arms and the inner legs with a cross between his front shell color and his green skin color.
Really, I think you shouldn't be afraid to work on a character at a much slower pace.
For example, the arms and legs sort of look unrealized at the moment. They appear as bent cylinders, instead of the complex shapes and forms that make up arms and legs of real animals.
Not that things cannot be fixed up nicely here, but I would suggest you start a wip, where you get crits from the beginning (the concept art) and work from there.
The winner of last years Dominance War Dmitry Parkin: said all of this really well: http://www.gameartisans.org/dominancewar/spotlights/parkin/index.php
In short, he stresses that one of the most important parts when doing characters is the silhouette. I think if you pushed the silhouette here with this character and gave him slightly more realistic animal anatomy it may really help this piece out.
Here are some great example of an animal character for inspiration:
http://www.gameartisans.org/contests/events/3/team2/preview_finals_1_1876.html
Listen dude, you definitely have a ton of artist talent. I think if you step back a bit from your work, and carefully plan things out your models will really shine. Keep up the good work man!