This thread turned out to be very informative for me. Thanks everyone whos contributed. :) Art-Machine, I think you've just hit a small streak of bad luck. Adding some 'realistic' portfolio pieces(however mundane that may be) would definately increase your chances of landing that next job. Best of luck. Love your portfolio!
This is looking pretty good, and most of the modelling looks pretty solid to me, but I have to agree with baddcog; try working a little more on defining the character's materials. The one thing I have to add is that the limb deformation looks really wonky; try giving this article a read:…
Yeah looking sweet! I also agree you should go in and define the rectus and the vasti. Thickening up is your choice, but i think you should go in and place them in as the thighs look like tubes. Putting them in will help with cloth folds aswell Good luck! You dont stop do you hah youre crazy ;)
Woah nice study! Will keep an eye on how you progress :) I like the side view, especially of the one with the womans face :D The large limb spike on the abdomen might get in the way of the folding spinal spikes if she rears up. I think it might define the back silhouette better if you removed it. Remember less can be more…
Characters in source tend to be made of at least 3 material sets anyways. One face, One eyes, One body. Source uses defined shaders so you're merely swapping out the materials themselves not the shaders so performance is generally decent, although it's not the best lot's expected for a character to eat up a lot and not…
The render with materials is pretty great, gotta agree that the white ones don't show the model as well though. I think it would work better with less gloss and a single clear light source as in the most recent lighting ref (notice how it's not a three point light setup because the shadows are necessary to define a white…
Welcome! Can't say I've ever seen an oil drum with pipes coming out of it. Got ref? You also need to reconsider your polycount for your low mesh. There is a ton of wasted poly's and edge loops all over your mesh. This isn't a great example but the rule of thumb is to only use poly's that will define the topology (give…
Really nice modeling! I can't wait to see more! Is there a chance that you can post wires? Also. It seems like you may need to tigthten a few bevels. The other thing I would suggest is thay you change the direction and the intensity of theligth. Rigth now is blowing your spec away and not really defining your topology.
@Boban, I think it's a good and cheap learning tool. Since it's all digital you'll still have to checkout photo refs or videos to see how it applies on an actual person. Because people come in all shapes and sizes so some muscles are more defined for say athletes but you'll notice more bony landmarks in lean people.
Looks good! I'm curious about how you plan on tackling the large cracks in the stone of the castle. Do you plan on using tiling textures for everything, and defining the cracks with actual geometry, or were you planning on baking high poly onto low poly, or maybe even using decals? Had you planned that out yet?