In the original poster example every single face is flat shaded, "smoothing group" is a max specific term, without a smoothing group applied everything is flat shaded. When triangles are exported to game with 'flat shading' it is essentially giving each triangle unique vertices. It's the same as breaking them up manually…
The model looks pretty good, though it might be a little higher poly than it needs to be with all of the beveled edges. Although it's a "hero prop" and a portfolio piece, so splurging a bit on the tri-count is probably fine. I don's see any shading or bake errors, so that's good. Are you going to model in the strings and…
Looking really cool, man - Really digging the armour. In general, your anatomy isn't bad at all but I think what's happening is that you are floating in between "stylized" and "realism" by not really committing to either one. In my opinion, I would push your character's fleshy bits one way or the other by either embracing…
one thing that really bothers me is the metal deco on the door. it seems so out of place being that its just flat grey. add some texture to it. other than that the piece looks pretty good. can we see wires? also in this most recent shot, you've got 4 pieces of wood to the right of the door and up a little. what are those…
Been a while since I've seen this, it's come a long way. Good job! Your lighting is your weakest point but I think you know that. I really want to see it match the brightness and saturation of the concept more. I love that "Uncharted" level of saturation. Right now it's just way to contrast-y and desaturated. It also looks…
The little chunks sticking out right under and behind the eye sockets should be bonier and rounder (knobbier?). You've got them looking like flaps of skin, like something flat, when they're definitely bony protuberances with more thickness to them. I'd personally say that if you've got the one piece of concept art that…
That's pretty rockin, nice work! Crits: - Straps on the legs don't appear to be cutting in. The wrinkles in the pants look floaty, almost like his pants are stuffed with something like newspaper.The arms suffer from the same treatment to a much smaller degree. - The cod piece is a little high and flat. Normally that kind…
If you wanted to give nice detail to every side, why not just use a tiling carpet/canvas material underneath, and then float the badges on top with decals? It'd save a ton of texture space. As for the polys, I still can't see where they're all going - any chance of that wireframe? You've matched your reference pretty well,…
the anatomy is interesting. I can see you took real anatomy and tweaked it to make it more unique and creature-like which is cool. i guess id say his muscles are way too defined as it doesnt feel like he has skin and fat, etc. also his teeth seems to have the same textural quality as the anger ripples on his forehead which…
Looks awesome.. looks like its straight from the distillery district in Toronto. Small crit. I think you need to take a second look at the proportions of your lights. The street light feels too short and fat. Other than that, I think you need to work on the lighting a bit. The lighting right now is rather flat, with little…