Well its probably too late on giving a suggestion on the concept, but I guess it'll be nice if you use the concept of the left arm "merged" in to the body and eventually grow large especially the hand area and replacing the unknown tentacle at the bottom. And probably you can add a little legs extruding somewhere at the…
Yes! That's exactly what I was thinking. It has turned out a little more like AoC, Guild Wars style. To be honest I think that's down to the fact I have always up until now created textures from photo ref, and a slight edge of 'realism' seems to have subconsciously guided my painting a little. The WoW style is definitely…
Let's see... the whole thing yeah just change it. No, just joking man it looks tight except for the lips being to shiny and somewhat non-existent... maybe give him a scar across teh top lip to break the smoothness unless you like it i mean the comments everyones giving are tryin to direct you to the path of realism. I…
I would maybe go back and check out the overall proportions, his arms look too long, legs too short, and his torso is pretty big in comparison to the rest. your eyes are usually pretty much in the center of your head too, they look a bit high up right now. Thats applies mostly if you are wanting to make a realistic…
dude, you're wrong. you can't turn a fun-loving game artist into a hard-realism sim artist over night. some people simply aren't made for a certain type of art, and thats why you need art tests to figure it out. 'thats just 2 completely different modes of thought. whereas the game artist goes for looks and feel, the sim…
Yeah Im having to play around with the lighting a lot to try and get a good balance between visuals and realism, like at night it should be extremely dark but at that point I wouldnt have anything to show. I was actually looking at the Witcher 3 for inspiration aswell as fine art. If the object is facing the directional…
Trying to steer away from my usual stylised roots and try to lean more towards realism. I'm not going for photo real but just trying to branch out a little from the usual. I got some feedback on the head and i have a little more to so in terms of cleaning up the planes. I always get the angle of the nose into the face…
thanks @Obscura , I played around with keyshot a bit and I think you are right that it won't be necessary for my project. The increased light fidelity actually just highlights the weaknesses in my textures/materials so my people look more like plastic dolls than they do in toolbag. Of course that can be fixed but then…
there is a thread here where people show their portfolios before they have been hired in AAA, i guess thats a good benchmark. I can show you a few of the candidates we hired in the past years https://www.artstation.com/timmoreels everything until zameen was done prior to us hiring him. by now Tim is a lead and has his own…
Agreed with the above posters. Materials aren't gonna save this, anatomy of the main features needs to be reworked. Thinking: lips/nose bridge/eyelids. Skull structure is flat/not defined/top heavy. It's not an issue of ideal proportion IMO, you can get away with pretty weird stuff if the anatomy checks out, even in the…