for your first character I think it would help to take a quick look at your first characters feet they seem a tad bit flat like they were crushed by a heavy object :P try rounding them out a bit and fixing the proportions some. looking good though. Also his butt is a little flat give him a bit more definition back there.
wow man!... just WOW! and that pose is almost perfect! though id love it if he was showing his fangs a bit more. and maybe leaning toward us a bit more aswell. but yea... thats AWESOME! can i request texture flats? i like lookin at other artists' flats just to see how they get stuff done. learn a thing or two that way.
thumbs should be modeled with the "top" at an angle. Hold you hand out with the fingers splayed like that. Your thumb doesnt sit flat. If can twist it with your other hand and almost get it to sit flat, but you'd have to break your thumb bones and joints to get it to sit that way naturally. Modeling the thumb with that…
Hey Spacemonkey, I like your model a lot. One point of critique from me would be regarding the really flat sides of the head. Allthough the skull concaves in at the temple area, there is a lot of muscle activity located there. Most people have bulged out temples rather then flat or concaved ones. I think it would make that…
These new shot are FLAT OUT not using the same lighting model that the E3 presentation did. Period. The lighting on the characters in these shots is very flat, and very low-tech. The models look somewhat the same poly-wise, but environment texture have certainly taken a huge hit and been reduced extensively. I guess 256MB…
Afraid not. It's for work and I'd not show flats or even AO flats. But I can easily describe the method: Highpoly in Zbrush Generate normal maps in Max Max scripted part: Apply a gray diffuse and the normal map to the model Merge in the light rig, a skydome of spots plus 11 other secret herbs and spices. Render to texture…
This is a great start so far. Sweet model. The lighting is a bit flat overall. You have a strong overhead light causing a big blobby shadow, but the light source isn't visible in the rear shot. Each light should have a physical source in the scene (even if out of camera, it will still show up in reflections). Seems like…
I finally got a chance to sit down and look through your stuff. Took some notes and I went. Here's some general advice and my thoughts on each of the images. It actually takes a while to break down each images so things get a bit blunt in places. Not trying to be mean just tired and moving quickly. You've got some work…
Looking good. * I think the black stuff on the carapace just reads as noise to me. * I would also look into the color of the carapace right now its just almost flat yellow/orange. It should have structure and therefore some distinct color gradations/patterns. * The materials also look flat, I would probably just use UE4 at…
Looks good, I feel a lot of your paneling is very flat, though. That one at the back almost looks like it's the shape of a car door in the concept - slightly curved with some ridges - yet it's just a flat sheet with some ridges on it in your model. It starts to lose that slightly organic, slightly wonky,…