looks awesome! I love how it's both exaggerated but also grounded in some realism. Only a couple of tiny details that I think would improve it; the first thing I noticed on my second read was that the chin area feels a little too flat, maybe adding more depth would help? It just looks a tiny bit strange. But nice work! I…
Looks like a big texture resolution issue near the headlights. If you need extra space, I'm seeing a lot of flat yellow on that model, you can just overlap a whole lot of UV space on that flat yellow. Otherwise, adjust the UVs so that you can get a clean panel changes and avoid the aliasing, then paint in more subtle color…
If you look at the strokes on the mountains in the background, it's pretty plain that the artist used a square or flat brush. That said, it's really just a matter of actually putting in the time and effort to get it looking right. Examine the strokes and shapes, try to imagine how they build up shapes and how they sort of…
It's going to DoW however we wanted to make better characters than Relic and of course I hope, we've succeeded. I have no wireframes unfortunately for you but the polycount is around 100 polies higher than the standard polycount of normal DoW characters and they use the same size of textures. Flats as requested: And by the…
hey, i really like this piece, but one thing really draws my attention and is bugging me. you've got a tattoo on his hand going right over a rather prominant vein with no specular highlights on it at all. looks like you put flat black right over his hand instead of it being part of his skin. something about the shading on…
Thanks for the too kind words! Interestingly enough, I've been working in a very reactionary manner throughout the process (which I know is probably the bane of life in a studio production environment with multiple people working :D ). Always trying to keep the idea from big to medium to small in my head as to not get…
No crit yet so I figured I'd get the ball rolling. 1. Your material definition isn't quite there yet. Check out stickgunner (https://www.flickr.com/photos/stickgunner/). Study all of his weapon photos. Everything that is worn metal is flat right now when there should be some spec highlights popping in some places. 2. I see…
The trenches where more chaotic and thrown together the closer to the front lines you got. So it really depends on where these trenches are. If they're closer to a prepared HQ things will be more organized and better defended. The zig zag was usually on purpose to break up line of sight if the trenches where breached. But…
Hi, I'm looking into improving at handpainted texturing. I feel like I have been about at the same level for a while and I'm sort of stuck on how to take it further. I especially have trouble getting shapes right. All my textures feel rather flat. Here are some I've made recently: I feel the rock textures feel especially…
Win 8.1 Loading the diving helmet scene works perfectly so my system and card are ok, so I am missing something basic. Adding a light via the top menu makes my scene white. The light is an omni but changing the brightness only changes the scene from flat white to flat black. Nothing else is visible. Also the manual says…