BBCode no longer works, you can either use the toolbar to embed pictures, or edit the whole post using HTML. As for the model you have the big form and volumes right, but the small details are messy and inaccurate; To get better at accuracy collect more references and study them harder, try making paper and pencil…
So I'm assuming the top area circled in red is the trigger guard area, and if thats the case you could probably cut it up a bit more since its all the same material really, so seams shouldnt be too much of an issue. those little wings on the long and tall piece can easily be cut off, they are taking up a huge amount of…
That is a hot idea. So a publisher could have an incubator for ideas and then roll them out into production as teams finish up projects they can pick up new ones without having to go through the whole "you're fired, but reapply for the same job you were just doing in 6mo". Basically treating production more like a conveyor…
I started very with a very "freestyle" approach which was quite a bad idea. Didn't gather enough reference and the concept was quite boring. I knew I wanted to make a town environment but that was pretty much it, so the first blockout was quite flat. After getting some feedback from others and getting a better idea of what…
hey man, i saw this yesterday and intended to give some feedback but got buried under work. It looks like you've got a good basic understanding of anatomy but you're missing some of the subtleties. for example, her posture suggests she's pulling her shoulders back, but where the deltoid joins onto the chest and wraps the…
my design notes so far: -Shapes are fundamentally unbalanced (very horizontal or vertical) and have a lot of movement. LoL doesn't use circles in its environment, with important exceptions of the main gameplay landmarks: turrets, inhibitors, and outlines of the creep dens. Then, the only circle shape is in the outline of…
I use 3dsMax and Blender so my feedback is based on those 2 tools and TexTools which I created. * I would unwrap the model all as a merged mesh instead of separated pieces (just faster). I used to do this even with Headus UV layout with very complex scenes, its just a lot faster to do it all together and later seperate…
This feedback is super sweet, thanks dudes. I'll start fixing it up tonight :) @Meloncov I like: - That your contact page is just the info you need to be contacted, not some crazy bio - Your site is clean and relatively minimalist - You keep wip/blog work separate from your folio although you do have to be careful with how…
I agree, the harsh lighting (the shadows, actually) kills it and makes it look really really cg and bland. It's hard to really dig into the texturing work with that lighting. Edit: Played with levels and curves, check it out: Now that's probably too blown out (ie, not enough contrast), but I would try to coax some more…
The props look really nice in the individual screenshots. Right now your building textures seem to be suffering from a case of a bit too obvious tiling in certain spots, especially the roof and brick pattern on the wall with the graffiti on it. Either increase the texture size to double the variation with more brick…