Would love to see some tubes hanging out of those cylindrical shapes on the back and side. Like tubes that are broken and just hanging with gnarly tearing, like the oxegen supply was cut off and that's how he died. I love the undead skull, but the rest of the body lacks a deathly feel to it, there's no decay. Overall it…
Its kinda hard to make hand painted sand since cartoony textures rely on exaggeration which is hard to do on something like sand unless it's a wavy one. Your grass shouldn't be facing only one direction. You should try something like this. I like this one more.
Some great work here since I last checked in :thumbup: @ Gheromo - Great design, the texture work is ace and it fits her perfectly. @ ElectroNugget - Good design, it's hard to judge scale as others have said. I would cut down on the baked in/painted on edge highlighting. It's a bit much and far too even imo. @ zicoV - Yeah…
To be honest your work isn't up to AAA quality. when looking at your portfolio I see somone trying to do everything, and it could be holding you back. Your 2d work isnt helping you, unless you want to specifically be a concept artist, I would drop it. right now it is in the weird middle ground between beginner and great,…
I'm not sure that's really solid advice, the choice between the two main variants of PBS is not down to whether or not you have metallic areas of your models, they both do metals. So far as my own experience shows, the Spec/Gloss approach is actually nicer - there's weird artifacting present along transitions between…
It's a barren wasteland in the US for 3d art, I checked earlier. I knew it was really bad but I never actually knew to what extent. It's extra unfortunate for a lot of us who have worked hard for years to 'git gud' only for the floor to fall out beneath us. Good luck with your game Leinad
Loving this but I believe the muddy colors get in the way. Don't make skin just darker brown in the shadows - it moves towards red due to subsurface scattering. Most shadows on skin are slightly glowing red and there is a clear red subsurface band along the shadow terminator. You can research but let me know if you'd like…
That second pass is looking good, nice improvements. I have some tips that might help with hand animations... If you are using Biped you can double click select a chain of biped bones and rotate them slightly at the start and stop points, to get some of that rubbery motion Corv talked about. The great thing is if you set…
Hey, cool progress 👍️ It looks like the shading is breaking at some pointy edges (hat rim, shoulders, "face"). Do you use hard edges for the low poly? I would consider putting hard edges + UV seams at edges with steep angle so the difference between shading of high and low poly is not so extreme. Then UVs for some parts…