Try looking up Joe Mad's artwork. Like War, his other characters tend to have extreme proportions and gear that you could draw inspiration from. I would say your problem is that you're playing it too safe - by making a human hand that is lightly armoured. Even if you pushed out the armor plating, it's just going to be a…
Hey Inquisitive_Scholar nice start, the proportions of the shield seem spot on although you may want to bend it slightly so that it has a curve to it (the amount depends on how stylized you want it to look). Modelling wise, the first thing that jumps out at me is the lower poly count around the edge of the shield, this is…
The big problem here, is that you have all of the same detail in the diffuse, normals, etc. You have to change the way you're thinking. You used to paint in all the directional lighting into your diffuse textures, thats fine but you need to let the normals do that work now. Really the main element needs to be the detail in…
Okay, first off, you certainly have some pretty good painting skills, but you need to slow down a bit if you want to get really good at these. Look, even though its a cartoon character you still need to use decent proportions. I think if anything you should exaggerate the proportions when doing a cartoony character not…
Hmmmm... 2028 Seems a bit much for the kind of detail you are getting in that model. We'd be able to more accurately critique the model with a flat-shaded and or edged view. (to better see the polygon distribution) The detailing on the texture looks quite good. I would look into adding a bit more color variation into the…
MdK: The wings are looking better, the chains aren't doing much though, just surface noise. They appear to be draped over the wing rather than binding them. If the theme for the wings are binding chains, make the binds you currently have smaller and the chains bigger with more more influence on how they are actually…
You also might want to consider adding in a lot more geometry to the building if you're working on this as a portfolio piece versus mobile piece. IE the wooden logs could be composed of 6-8 sided cylinders split in half (if there's no interior) in forming the exterior of the walls. As of now the blank/dead space in the…
Hello, my name is Parag Lavande. I am a freelance 3D Modeller, Digital Sculptor and Digital artist. I work on all three organic(character), inorganic(architectural) as well as stylized(cartoon) modelling along with fine texturing skills. My deep knowledge in anatomical study and painting gives my work that final aesthetic…
1) Substance designer is better for production enviroments becauses it's highly parallel and non destructive, substance painter is mostly designed around working on one mesh, designer will allow a studio to work on textures for an entire level or game at the same time. Substances can also have their parameters changed in…
Hi Saintsonic, I fell into this rut for awhile as well. When you're just average as an artist and nothing really pops out. People tend to move on. I have a couple questions for you. 1. Do you want to work on stylized toon stuff or realistic stuff? 2. Do you want to work on mobile games, AAA, or maybe an indie team? 3. Do…