Looking super cool thus far! To start - Make sure you grab facial references and work on your face. Digging the hands thus far! Really nice job there. (Lower your sub-divisions while fixing stuff up! Makes it a lot easier and less time consuming.) :) 3D.SK has a ton of reference for everything I'm mentioning. If you want…
Thank you so much for all the replies everyone. This has been extremely insightful and regardless we are going to keep pushing ourself to get this best out of the situation and do what's best for the project and our futures. This may not of been what the team wanted to be hear but that's not important what so ever. What's…
This looks really nice Marcus. Let me just say that out of all other submissions I've seen on here, the one thing that makes yours stand out to me is the emotion. Throughout your WIPs and in your final, this character had a developing personality. With the final renders, including that portrait of him showing teeth, like…
To add on to the topic of the silhouette mentioned in the previous comment, maybe Instead of speaker knee pads maybe speaker boots that are more square to make his legs stick out more and to really push the fact there are speakers on his legs. Maybe something reminiscent to left and right speakers in the following image.…
I've been following your project on the UE forums, good stuff so far! Since you seem to already have a lot of good environment work and art going on, you may want to take the budget you have and push a small interactive piece like a puzzle or slice of narrative. This would mainly be programmer heavy/ blueprint work but it…
I agree on pushing the contrast values, right now it's biggest problem is uniformity. The roof looks like it's almost floating because it's the only dark piece in the castle. Here's a good reference: See the difference in shadow/highlight contrast? It creates a lot of interesting areas for the eyes to explore but still…
The neck is to thick, which i believe is making the head to small. The waist is to high, making his torso small. The feet need some work, they just look weird. you are only showing the front of the model, you should show us more of the back. It feels like you are hiding something from us. Your texturing and rendering is…
Great work Kev! It's good to see that even though things are going great, you're constantly questioning on how they can be pushed even further. That's something I'd like to see more of in the industry in general. People often sit back or become too complacent, should always be about pushing yourself and the tech further.…
I dont think there is one way. A lot of people still prefer the ZSphere approach, a lot of people whos timelapses you can see, use Dynameshed Spheres. Maqqued Workflow is a great workflow for beginner who have to wrap their head around anatomy. It's basically building a Zsphere skeltal (well you don't have to, and then…
You know the problem is we aren't representative of those that are pushing this. I mean the companies who do want to push it are the ones we usually try to stay clear of (as mentioned earlier). I just want to say though its not something thats going to go away by ignoring it or saying its flawed. With the Peter Principle,…