Looking good but you should try and push your values now, if you were to convert to black and white you would see the value range isnt very broad at the moment. Really pushing values and having a direct light source can do miles of good for an illustration.
Looks sweet man. Think about pushing the stylised thing a little more maybe? He has this monster machine on his back so maybe you could make his musculature a little more top heavy or even push the asymmetry on to the side with the cannon arm. Great job on the facial hair.
face is looking better, so good progress on that! as for the body, the side profile of the legs and arms look off. push in the area underneath the hip bone and push in the back of the knee area. for the arm, the elbow seems too far down, pull it up and adjust the bicep so that it isnt so thick.
Your high-poly work is brilliant, and you're pushing them out at a fair clip! I feel like you could be pushing your low-polys a bit more, more geo, better bakes, and a bit more love and time could be spent on the textures, sell those materials.
Hey all! New to sharing on Polycount, been modeling and growing my skillset for around 6 years since uni graduation, with a lot of life events and breaks in-between. I've been really pushing this year to massively up my game and push for my goals of being an environment artist in the games industry. Below are some shots…
So I've kept working on this a little and got in the textures and set it up in marmoset. I feel like some of the textures could be better, like the skin, but I'm not very sure how to push it further. Probably something to do with the specular and the subsurface scattering? I'd like to keep pushing this a bit further! It's…
Really push those color variations. You said there are a lot of blues and reds, push them into the metal more. It helps with the hand painted look. ref Tyson Murphy for technique. All in all you want 3 distinct shades. Hi, mid and low and then a lot of variation in between so it doesn't look flat.
Looks awesome! Now let's see some changes to that color palette, that awful green has burned my eyes for too long! Moving forward I would suggest trying to push your gradients move, push the dark a little bit further so it's more visible. The highlights are looking great though.
Gears of War (first game) was gorgeous, but it was a rail shooter that took less than 8 hours to finish. Exactly the same "problem" with this game. Uncharted didn't push tech in any new way... Assassin's Creed did that first (AC's big tech push was actually in gameplay), and le shoque! the first game was terrible!
This is really cool. Also props to the original character designer for pushing everything so far. I like the bottom right one, the pale skin and the red tongue makes for a nice contrast. Don't be afraid to push that saturation. I like the blood splatters, they're just a little too dominant in the paintover, I think.