I'd say the crevices in the wood are much too deep. You should try to let the flow of the ClayBuildup strokes define the crevices between them, and use a bit of DamStandard to help define them.
I'd definately try and define the wrist a little bit more. Right now his forearm just kinda noodles into a hand. Makes one wonder how that proves to be very functional, yes?
Definately loving this. This is so awesome lol. I am going to be doing a celtic warrior shrine and this is great inspirations haha. I'm loving the sword as well. Definately going to keep following this thread keep it up!
Hey everyone, I’ve been working on a passion project that I’m hell bent on turning in to an actual game and studio. I’ve posted online before recruiting for this and have met/worked some incredibly talented individuals. We need more talent though. Specifically we need 3D artists (environment, character etc) I’ve got a…
Ok better and worse, hah. Now that the eyes are more defined I need to define what makes beautiful eyes. I'd love some critiques on this as I'm having trouble figuring out whats not right. Thanks
I thought I'd change it up having it for so many years but having had the critic I'm definately going back to the traditional thumbnail look. This is definately something I needed. Many thanks chaps. :)
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
Try and re-define the calf muscles at the back of his legs, they look exagerated. If you want to create a really defined calf muscle make sure the rest of the leg compliments this look. Got any close up renders?
Looks really good~ My only suggestion would be define the brow a little more. Perhaps, a little more planar maybe, or it could be achieved through more defined texture painting yet to come? Anyways, great work :)
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing. In other words, the edge that seam lies on is not a hard edge, is it?