Thanks guys! nkoste, got out some skull reference last night, and defined the cheeks, sharpened the teeth. Here's a close up (combined zbrush shaders gw_leigh+gw_hulk+gw_silver to see detail better):
Thanks for the crits man :) I'll get to it. Yeah I see what you are saying about the skinnier stuff. They are tentacles coming out the side, yes. I'll define the head some more. Thanks again.
For the last six years or so I've been doing the graphics for these guys. My work has definately improved over the years. Anyway, it's a cool poker site and you can play for free or for money. www.truepoker.com
wow, awesome! Only crit is on the first guy his abs have those small blobs on them, maybe define the little blobs some more like you're doing on the second guy. Keep it up!
here's a little update. -I made the skin on the face lighter. -the logo little bit less noticable -and well define textures better. the hair is definetly not done and I will rework the pants. not good enough detail
3D is a soft skill? I mean, if you want to make bad 3D art sure. Though how are you defining "Soft skill" in this instance? I thought soft skill was more "Good at leading teams," etc.
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Thank you for taking time out of your day for the constructive criticism, I greatly appreciate it. Let me start by saying, wow, I did not notice how intense those bulbs were until you pointed it out. hahaha Turns out I had the emissive cranked way too high on those bad boys. Gotta go in and refine that. I can definitely…
Our gaming company is looking for a good character artist and animator to create fully functional characters. Based on your work, and dedication we would most definately hire you for full time or future projects. If you are interested contact me. Thanks... (crazyankl3s@yahoo.com)
fbx supports maya style explicit normals and also max style smoothing group definitions - if you dont export with smoothing groups they dont get defined in the file, its not a false positive as such but it's entirely fine to ignore it