Work on some more definition in areas like the eyes and ears. Detailing out the mouth could help too. Have you done much as far as muscle structure reference? I find that always to be helpful when working on creatures for creating proper muscle structures. Look up some examples of sculpted fur. Right now it feels a bit…
you have fallen into the zbrus trap. its so tempting to jump right in an addin lil wrinkles an bumps and details that you have totaly neglected your larger surface details. the underlying structure is so bland and formless that no matter what you put over it, it will never sell the creature as a real living organism. i…
I think the elf and the creatures are a strong point in your work. The dwarf seems lacking in character and I find it a little odd that he has a relatively clean shirt while his apron is chalk full of dirt. Overall brilliant stuff! I'm looking forward to picking daggerdale up when PSN store is back up. I did the best I…
I did an entire 4-legged creature...high poly, low poly, unwrap, texture for $140. I guess I'm a huge douche...lol My intent isn't to cheapen the craft but I'm always afraid of scaring people off with a price that is too high. There seems to be too many freelancers out there and not enough interest coming in. It also sucks…
Some recent things I worked on. I got the levelup digital tutorial on ornaments and followed along. I learned some really cool Maya tricks there: Then decided to use the created ornaments to start a small Art nouveau jewelry box project, which is still in progress: Most recently had a look at sculpting and poly painting in…
your stuff looks pretty good. My only problem with your work is that in general everything looks squished ... like you're building everything from the front, and the side is an after-thought. take your last creature head sculpt and overlay it on the reference and you'll see what i'm talkin about... it looks pretty close,…
What Donovan said. I know you want to get to the detail part, but only subdivide when you need to. Trust me, it will help. Also, it helps for someone new to 3D to try and do some more human characters to really study anatomy. I know it's boring, but will greatly improve every character you do afterwards. A solid anatomy…
displacement maps in games do exist wherever you have tesselation (through DX11). However they don't effect the normals of an object so you still need to have a normalmap. The easiest example is the tesselation in unreal 4: https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialProperties/1_8/index.html…
some advice: i cant discern which part are the fleshy pink parts of the creature to the harder tougher hide and claws, since the detailing you have doesnt differentiate between the two. i think you over detailed it without giving way to the form. if i were you go back to an earlier stage and figure out the softer forms of…
@EliasWick I've been animating in games for about 15 years. And most of that time has been using 3ds Max. Lucky used my perpetually unreleased rigging tool: http://www.coolrig.com/ The other creatures were all just use straight up FK joints and morph targets for their expressions. But I was able to use my coolRIG pose…