This is looking great! =) I really like the feel of the island, the shapes and overall composition read well. The large thorny/spikey elements stand out nicely, but it’s hard to judge whether they’re too dominant or just right without knowing your final intention. Are you aiming more for an exaggerated stylized look (Sea…
Nice work. Your torso anatomy is pretty sweet, color choice is nice too. The main critique I would level at this is about the environment. You have a nice range of highlights, shadows, and midtones in your figure but your environment seems largely made up of shadows and highlights. Few midtones. With such well defined…
the easiest way is to delete any similar elements that will share the same UV unwrap. Unwrap everything making sure there is only one of each uv island, then after put an edit poly on top of the unwrap modifier and copy those elements across your mesh, building the rest of the mesh. after that is done, put an unwrap…
I agree You seem to have similar elements in all your designs and those elements are repetitively used across every concept. but I must add that you have improved like no one else in here. I've seen your works some months ago and I see your works now. You are improving very well, however maybe try to go for new a language…
Kevin's post pretty much sums it up but I'll share anyway. I have to say though, I wish I had the kind of time he does to spend on assets at work. No doubt they crank out an amazing amount of content at such a high quality bar, but the LD's there are masters of reuse and repurposing assets! The workflow and process of…
I dont think you need to throw it out. Lets take a few steps back though. Do you have a reference for the windmill? Where is that windmill from, what does the surrounding area/location in real life look like? Gather some reference of the location, the architecture. Gather some reference that will help inspire the type of…
Cheers! For those arches, and pretty much anything where I'm defining a strong silhouette, I tend to paint the shape's base colour with 100% opacity in order to create a mask. Then I create a new layer, ctrl+left click on the silhouette layer and then start to paint actual tone and colour variations while still keeping the…
Looks cool....this is key art? Hope you continue to flesh it out. Love the elements here that create the story. Lighting - Good start but I think there should be more shadow areas with darker colors. Highbeam lighting from truck should be more refined. Same as the phosphorus lighting coming from the flare (if that is a…
Actually I think you could solve this rather easily. Set your timeline to 2 frames. Have frame 0 be the origin with all meshes/elements set to how you would like them to appear in-game (so high poly on one layer set at origin and low poly on another layer and set to origin). Then, activate auto key and key for frame 0 on…
Maybe to make something possible like this: Some zickzack line of four times the same element with scaling to -1 on the X-axis.. of course with "better suited" edges :wink: