I don't think that really makes a lot of sense and may be the primary reason why you're having so many problems getting a proper feel for this character. I'd suggest you add all of the landmarks the make up the characters appearance and then develop it from there. In particular I'd suggest taking a look at the way the…
Hey @Gam3B0y, that's some awesome work for your second full character! First thing that catches my eye is her head position (from the side view) in your first post. I think you could try pushing that back just a tiny bit to give her a more neutral and relaxed pose. This might also be the perspective from that image though,…
I might shrink his nose and lips in a bit, currently they feel too wide in a neutral position compared to the actor. His jaw also feels too round on the forward view, he's got more of a pronounced angle on the corner. Your hairline around the forehead is currently off, give it another go, as well as widening the top of his…
yeah putting against a white background probably is not best. also i feel the the head and the core of the body is kind of on the narrow side. also im not a dinosaur expert but in the drawing that hands are more thick and the individual "fingers" are much bigger too. same goes for the feet.. the toes are much more spread…
Ninjas! Awesome work... the mesh looks great, IMO also looks great lit in the engine (even without cast shadows). Soft and balanced, though maybe the toes would sit further back in a neutral standing pose... though I'm sure you'll get all that figured out in the animation. Did a little paintover. Thought it could use some…
I'm fine if the events are two different events, that way artists can choose whether they want to participate. Pior, you are right, that it does kind of go against that principle. However this is community that have different views due to the amount of people. Its not that All of polycount says don't do pro sets. Some…
You're probably not going to like the answers you get here :neutral: Give us some more info: 1. What's your budget? 2. What's your timeline? 3. How much game dev experience do you have? Here's my initial thoughts, the shooter market is very saturated, unless you can gamble with a few hundred million dollars it isn't worth…
Stuff looks good, but most of your work reads a bit dark. This mostly is due to harsh, unrealistic lighting unaccounting for any ambience. See light bounces off of everything, so unless you're inside a cave with no lights on rgb0 usually doesn't happen. On top of that, you're hiding a bulk of the work you did in pieces by…
1. What you're seeing is pixel padding, it is essential to keep your texture from looking like crap when it mips down. 2. You should have MORE of it, not less. "Padding" in RTT options, turn it up to like 32 or something. What padding does is stretches the similar pixels out past the bounds of the uvs, so you shouldn't be…
The model is really nice and i like the sculpt although i think that the facial expression makes him look pretty vacant even though he is in a neutral pose. One suggestion i would make is that upon visiting your site i saw some of the comments you had written to annotate your models. Whilst i know your not asking for crit…