Neat work, love the shape language you’re using. These look a bit like they’re meant to represent monumental stone statues, but the detail level in some areas looks otherwise. Have you thought about carrying these all the way through to finished materials? I’d love to see more care put into the face, the teeth seem to be…
Hello artists! We are happy to announce the release of our brand new texture collection. Textures vol.3 "Ancient Architecture" is a collection of high resolution images of seamlessly tileable textures. As its name describes this texture collection is dedicated to ancient architecture. Among these textures you will find a…
Off to a good start, nice work so far =) The spacing between the bricks is a uniform thickness, like 2px black line, it will help give your bricks some rough and jagged edges, if you vary that line some. You outlined just about every brick edge with a lighter color. These should be highlights. The flood every edge with…
Hey there, My name is Alex and I’m currently studying Game Art at SAE Institute Germany. For my Bachelor Project I decided to create an environment based on a self-written Story. Accordingly, I would like to bring this story into my environment and do storytelling. This is a type of group work. My group partner makes a…
Duuude, how the heck did no one see this? This is looking really solid, congrats on your first post btw :) What I like: Use of color is good, nothing stands out as too saturated and it all fits together well. Texture quality seems pretty good, slightly stylized but fitting for the shape of the object. Weathering on the…
Thanks :) @Shepeiro Thanks for the input. I'm trying to figure out the best workflow for that, the roof I have there could be temporary I suppose. I was just going to put some alpha mapped grids on top for the straw and still have the roof section under it.. But thinking now that might be a substantial waste of polygons.…
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This looks cool! I would love to see some weathering along the waterline, where the stone would show signs of frequent exposure to water. The roofing looks oddly unlit. The lighting feels strange and unnatural, strange to see shadowing on a painterly asset, with heavy fill lighting. I think this could greatly benefit from…
So i recently finished retopologizing this model and knew that i was going to project some of the detail back onto the sculpted highpoly and bake some of the more very small details onto this subdivided low poly, the high poly itself is made up of multiple subtools but i wanted to make it the low poly one object so that…
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