Better in some areas, but I think you need to keep practicing and dig into the reference. Look at other hand painted games, look at the actual objects you're looking to recreate, even if you're going for stylized it still needs to be grounded on the real object and there is a wealth of knowledge about the object(s)…
Thanks! I got a first pass on the roof foliage and the tiles on the ground actually. ;p Foliage always causes me headaches too. In prod because they are expensive as hell with the overdraw, on personal work because I am no vegetation artist and it's not something that follows the usual workflow. I usually end up cheating…
So my school being the early adopter it is has "updated" to max 2011 and I was able to mess around with it a bit. -the material editor has been replaced with an extremely nice node based one that almost looks exactly like the one you see in udk (you also have an option to go back to the old editor) but this one is so much…
I like the plot idea quite a bit, should be super straight forward and allow for some awesome shots. Critique: - I feel the mother has awesome style and the execution of the sculpt is fantastic! Amazing work on everything regarding that character. - I think you guys really need to take a step back and really do some solid…
Also...... don't forget about possibly needing more computers or some sort of a mini-server farm to render out animations if you're doing 3D. I currently only render out on my singular ASUS laptop that I bring into work so I'm basically forced to use lower quality materials/stylize everything and use the cheaper/quicker…
And thanks for the compliments everyone! I didn't have time to respond to you all last night, so here I go. :) Oh that's cool! After Wandake he was doing mainly freelance, so I shouldn't be surprised. Ryan is a great guy, and a fantastic artist. I hope to be able to work with him again soon. All the artists at Wandake were…
Thanks for the expansions :) One thing that I think is close to solving specular edge problems like you mention is having a geometric + normal map -> effective roughness conversion like Valve's Advanced VR presentation (I linked that earler up the page) and UE4's "Composite Texture" for that matter. There is no equation…
Here are some thoughts on this scene. Just reiterating on some of the points i made when i came in and critiqued. The water is a great oppportunity to emmit a nice green bottom light. It could give some really nice up lighting to the tree branches as well as the rocks you have there. I would also get rid of that rock on…
I think your heading towards the right direction. don't remove all your work. 4 entries is pretty low for a character artist. If you go on many good character artist portfolio sites, some have over 10 with different styles even. Even though your highest quality work should be shown over others, variety of styles and…
great work so far! :) I just thought I'd share with you some stuff I learned... Design - I think you can push your design more if you'll mix more recognizable concepts. Since you're going for a humanoid character, maybe you can mix in some animal influence or mythical creatures, anything that the audience can easily relate…