Hi Polycounters, I've decided it is time i started my thread in the hope that i can get feedback on my work so that i can improve upon it.
I am currently a 2nd year Games Art student at Hertfordhsire University in England. It's a great course with some really talented students and lecturers.
Please, please, please, pick my work apart, i can take it and want as much feedback as possible, it's the only way i will get better.
Well here is my first piece that i am working on, his name is Harry Vickard and he is the main character for a game cinematic i and a few of my friends are working on as part of a university project.
Let me know what you think, the jacket has barely been touched so ignore it if possible.
Glad to be here guys, some really inspiring work going on here!
Ok so the kick off to my sketchbook was far from successful, and looking back at that last image, it is understandable. Here is a new piece i have been working on, it is a Viking character which will be used as part of my final year university project. Let me know what you guys think please.
Liking the Viking Character mate. I reckon though that the gloves wrinkles could be done with a work over as they seem to be inconsistant with the straps.
Thanks guys, well heman is no bad thing eh?! Yeah good spot on the gloves MrNinjitsu, overall i think i could have done better with the cloth. Unfortunately i am pretty much finished with the retopo so i won't be able to go back and adjust the cloth. Lesson learned for next time though.
I'll hopefully be showing the low poly baked version within the next few days so please come back to check it out.
Ok i got him baked down to 16k tris, that seem reasonable? I am in the early stages of texturing, but haven't reached a stage i can show, so for now here is just the bake with AO and normals. Will get some texturing up in here real soon.
Textures...i am going to add a few things texture wise; chest hair, mud/dirt on the clothing and body, i'm also in the process of doing some cool poses for him. Whatcha think guys?
A good rule of thumb with your occlusion pass - especially where it is applied to skin - don't leave it a flat black. It's the same logic when you're painting, you never want to paint shadows or really anything a flat black, it pulls the life out of the piece and looks unnatural.
This could help out - http://androidarts.com/art_tut.htm
I agree about changing up the hairline, instead of that flat edge a few strands of hair either through alpha or painted onto his brow as well as some shadowing along the hairline would go a long way to 'grounding' the hair.
The design pattern on his waist skirt thing, doesn't seem like it goes with the cloth. Like the pattern is high enough up so the fraying edges don't interact with it. Then also where the cloth is bunched up and goes under his belt buckle - that has no impact on the design either.
Your sculpted details on the clothing is all the same basic 'volume'. I'm assuming the upper boots are wrapped leather, the pants are cloth and the waist thing is another cloth piece? But the folds across all three have the same basic depth / formation to them even though the material is different or being acted upon very differently - the skirt thing being pulled by the belt compared to the pants being crumpled up by the boots.
My bad for only getting back on here now, but i have been quite a busy bee. All the feedback is 100% appreciated and especially thanks to s33th, some absolutely spot on points you made there. I have moved on from this character though but i will definitely remember all these points and more for next time i do a character.
Remember when i said i have been quite a busy bee, well it is because i have been working on this new environment piece...
It is based on this great piece of concept art by our very own Aaron Foster aka razorb.
Anyway, point is, i would llloooovvvvvveeee and nneeeeeedddd some feedback on this piece. Like whats working or whats not working? What should i add or take away? PLEASE PLEASE PLEASE!
The big ass numbers do not seem to blend into your image very well. Which is true for most of the writings on the wall but more apparent on the big ones.
Is there a reason for such damage onto the metal plates all over the place (especialy when those plates are not near human activity zones)
It looks repetitive and get boring.
The red light in the back is fuggly, really kills the mood.
Trying spacing the wires on top like the concept shows and maybe desaturate them a bit because they attract too much attention.
Work on the metal shader more. Choose your wisely your "dirty" zones.
Maybe add some dust particules in the volume of the lights. It looks cool on the concept.
Perfect Low thats exactly what i needed! Tell you what, i am gonna just completely strip away pretty much all the textures and do them again. I think this time i am gonna keep it a lot simpler, less noisy, and less contrasty! Update/overhaul in the next few days so watch this space!
I'm quite fond of the more saturated colours in your scene, although I do agree about the big-ass letters being a bit too contrasting.
You could try making them a dark grey instead of pure black - remember that a texture is the colour of a material when fully lit.
Long time no see peeps, i have put that last piece back there on hold for a bit, but i promise i will finish it (how many times have you heard that before?!). Here is what i have to offer more recently. First off...i got a job...YAY. Here is the art test i did in order to get that job (completed in just under a week)
Also, a rreeeeaaallllyyyy exciting/unique asset i made. Would love to know what you guys think of both pieces.
We shall meet again to be sure me lad...as soon as you get out of your dressing robe and stop that working from home malarky haha :P Now stop jacking my thread!
Replies
I'll hopefully be showing the low poly baked version within the next few days so please come back to check it out.
http://www.davidmilligan.net/
This could help out - http://androidarts.com/art_tut.htm
I agree about changing up the hairline, instead of that flat edge a few strands of hair either through alpha or painted onto his brow as well as some shadowing along the hairline would go a long way to 'grounding' the hair.
The design pattern on his waist skirt thing, doesn't seem like it goes with the cloth. Like the pattern is high enough up so the fraying edges don't interact with it. Then also where the cloth is bunched up and goes under his belt buckle - that has no impact on the design either.
Your sculpted details on the clothing is all the same basic 'volume'. I'm assuming the upper boots are wrapped leather, the pants are cloth and the waist thing is another cloth piece? But the folds across all three have the same basic depth / formation to them even though the material is different or being acted upon very differently - the skirt thing being pulled by the belt compared to the pants being crumpled up by the boots.
All in all, looks awesome!
Remember when i said i have been quite a busy bee, well it is because i have been working on this new environment piece...
It is based on this great piece of concept art by our very own Aaron Foster aka razorb.
Anyway, point is, i would llloooovvvvvveeee and nneeeeeedddd some feedback on this piece. Like whats working or whats not working? What should i add or take away? PLEASE PLEASE PLEASE!
Is there a reason for such damage onto the metal plates all over the place (especialy when those plates are not near human activity zones)
It looks repetitive and get boring.
The red light in the back is fuggly, really kills the mood.
Trying spacing the wires on top like the concept shows and maybe desaturate them a bit because they attract too much attention.
Work on the metal shader more. Choose your wisely your "dirty" zones.
Maybe add some dust particules in the volume of the lights. It looks cool on the concept.
You could try making them a dark grey instead of pure black - remember that a texture is the colour of a material when fully lit.
Also, a rreeeeaaallllyyyy exciting/unique asset i made. Would love to know what you guys think of both pieces.
I did the same test, so I know where you got the job and that it wasn't easy getting there!
Major kudos!