There's not really anything interesting going on. Nothing is drawing the eye or telling a story. Hallways/Alleyways are an easy way to show off environment art skills since you dont have to make a ton of assets but you have to work really hard to make it interesting. Currently there's no cool sillouttes or shapes going on.…
Looking really good! Very good progress, you are clearly taking the time to fully understand and apply the crits you're getting. I like 1/2 better than 3, i think just adding in more brights gives you a plasticy, rubbery look. Stick to your guns on materials -- stone only reflects so much light, if you want more contrast…
Really? Just the paintbrush? Hmm. Don't use the soft-edged brush then. Use a hard edged brush. It's nearly impossible to get hard edges (which you will need) with a soft brush, without taking the size right down and scribbling, which just gets messy and difficult. With a hard edged brush you can get those edges easily, and…
After looking at it for a while, I came to realize that the mouth is off and not the normal collagen filled lips everyone is used to seeing on hot chicks. Also the render or the texture are adding a lot of gray to the face, it happens quite a bit with normal mapped models as the engine/render is being told to cast ever so…
Yes, it's spelled ambient. Ambient occlusion (AO) doesn't really makes sense for a mesh that has no real indentations or overlaps. AO is basically a way to add soft shadows to the indentations or crannies of a mesh. The ribs on a barrel don't really have enough detail to warrant baking a map, just paint soft dark lines on…
EVERYTHING is made with just a lowpoly. Not a single highpoly model sofar, except for the basetexture (and that is just because thats how i roll, could have done it in nDo in 15 minutes probably...)
I'd totally pick up a shirt. But I'm not dark, brooding or wear black on a daily basis. I'd prefer something in colour or white over black (which is the popular vote sofar).
Looks good sofars, though the hands seems to be a little bit too small and the placement of the wrist on the front could be lower (->side view) . A hand should cover the face.
im currently working on something that does this, sofar i only got it making a circle out of vertex selections, still need to figure out how to evenly distribute them before hand