I think the "cleanest" games will be in the realms of stylized art now. They would look worse with dense assets, so continuing to make low poly models and baking will still be part of the aesthetics of those games. And you'll be free to do it like before, for "clean" stuff. But that's a not-so-big part of games, for the…
Also one thing that isn't always mentioned here, is to make a distinction early on about whether you'd rather do realistic or stylized/cartoony work. From my experience, on the learning curve side, realistic character work has a lot more to delve into. Also there is a lot less work available in the market, not to mention a…
Hey everyone! It's great to see so much progress in this thread and decent usage of all the concepts. :) Very encouraging and inspiring! As I mentioned when putting this thread up, I've just recently taken over running this challenge. We've seen great, consistent success with the current challenge setup (4 concepts, 2 hard…
I would say your folio still leans heavily towards film and stylized at that. The 3 gameres assets aren't bad but not quite AAA level IMO. The batou and batista characters are sorta realistic but still stylized in a way. It's a bit in no man's land. Batista looks kinda plasticy. And while I can recognize Ron Perlman in…
Its great that you know what you want to do in general but what is it specifically that you want to be, an illustrator or a concept artist? They are both different disciplines. If you want to be an illustrator you need to study anatomy way more, your work has a stylized kind of look to it, and not in the sense of stylized…
It's pretty obvious that a lot of this work isn't yours. Somehow you go from posting your supposed 30 minute cartoony sculpt which is very distorted and looks like its created by a total newbie to 3d software, and then an immaculate character face. You're not going to be able to get away with posting something that very…
The model looks nice! Geometry and color choices look good! One suggestion I have is to maybe give another pass on the roughness/gloss map? It currently kind of looks like everything is covered in the about the same roughness/gloss value, giving off kind of a plastic resin vibe over the model. I'd suggest tweaking the…
iniside: If you are going for more realistic proportions yours still needs a lot of work. It can be really difficult to in-vision though at low sub-d and sometimes you just have to go up and down sub-divisions to realize it. Real quickly she should have: higher hips, longer arms, larger head, shorter legs, knees higher,…
So I have a few thoughts. First is to just axe the sculpted alien and the stylize girl character. The alien could be worth creating a gamemesh out of but just as a sculpt, not worth leaving it in IMO. The stylized girl character just isn't high enough quality to keep at all. So that brings me to the old man and the wolf…
Id say its definitely passable, especially when making a game you shoudlt nitpick to much on single art assets. with that said you can always improve, its just a matter of setting goals :) and its not like we have anything against this style of art you know, its more the standard deviant art attitude, aka, cant take…