IMO, the greatest problem right now is that your models are blocky. Real guns aren't boxes. Well ok, some of them are, but the grips never have sharp edges because it's difficult to hold.
Jackwhat, awesome! Something strikes me as really off about the area around the log's reflection though. Maybe the sharp transition between the ground and the water? it catches my eye immediately, otherwise fantastic.
Just started painting over it, this should be a nice material practice with the reflective metals. :) EDIT: @ rollin I like the guy with the pilot cap. @ HAL daaaamn thats amazing, really nice sharp details. :)
Mike F, I think a few things would help clean it up. The angle on the cutting board/stove taks alot of space, and just seems messy like that to me. Same goes for the blade sharpness. The angle kindof juts out into gameplay area, reversing that angle would help imo. The utensile UI is alright, but maybe if it was shaped…
That's awesome JFletcher! Really sharp texturework going on there. A little bit of an update on the body of my biker dude ...and started texturing the head - still some tweaking etc to do. ...Edit - Updated renders with new glasses proportions.
Maybe most people wouldn't, but to be perfectly honest I like the sharp, flat shaded geometry. Stylistically. Adding more detail would just give the singular asset more character - but if you can adhere to a sharply lit style with soft, colourful handpainted textures, over a whole scene, it could be really cool.
Great stuff going on as always! Rota: That's looking super-solid! The sculpting and texture work is really sharp and I love the subtle stylisation of the proportions. Mathorne: I love those guys! The middle one and the bottom left are particularly cool. Here's some progress on my Franken-sculpt. Still a fair way to go but…
Yeah. I've been looking at alot of WoW textures, aswell as some of the Egyptian colour pallettes from Age of Mythology and TF2 (the Egypt level) I really love the style of WoW, and it is a really good example of what you're saying. The geometry is sharp, and the textures are really soft. Anyway, here's what I've done now.
Neox: I'm liking the design, but I'm not really feeling the shader yet. The details inside look a bit too sharp. Might I suggest getting an opaque white balloon, putting a few small objects in it, blowing it up and shining a light through it? It might help you get a better idea for how you can do the SSS masking.
Looks pretty sweet, nrek. Her neck looks kinda odd, though, almost like her head is turning but her neck muscles aren't following it. The pinch/squish on the side of her knee looks a little too sharp and could use some smoothing out so it feels more fleshy. I really like the melty looking fabric.