Nice start. I do have a crit for the fountain, I'd make it more interesting. It seems pretty plain-Jane. Add more geometric detail for the lip. Try to define it's "age". Here are some fountains from that time period:
It's looking great Dave. Good to hear the tweaks worked for you. Moving the light definately made it more dynamic. Once you get that glass popping a bit more this piece is good to go I think...than it's on the next one ;)
Rhinokey: could you tell me which ones fail and why? I'm always looking to improve. Ironbearxl: I'm not much of a colorist. I never got the hang of using tone, rather then shape to define an image. If anyone else
Personally I've always defined "pro" as "so good it hurts". Like, this coffee I'm having? Totally pro, and I'm drinking it like a boss. Like a bauss. j/k I get ya Perna, was just being obtuse. :)
Haha Peris I can't speak for StJoris but yeah that's definately from DenHaag! Man I think I passed near that building pretty much every day two years ago! Aaah memories! Stroopwaffels! Dui Dui!
I would love crits and suggestions.. I'm rather stuck on what to do. I know I need to rework the head shape a bit, but I'm stumped on how to fix the neck and shoulders. The torso is also not as defined as I would like.
I don't see anything remarkably different from standard realistic texturing in these shots. What I do see is the use of a shape language for the rocks and foliage, as well as a color palette, lighting, and composition. Texturing however is not the defining attribute of this game.
Updated my LP and started messing around in Marmoset Toolbag. Trying to define my materials early. Still a bit of work to go to really get my Chrome, Metal and Plastic read as they shood. Also blocking in there respective main colors.
I think you can really define your textures more. You can really spend time and build up your shapes on your rocks and especially the trees. You can exaggerate the shapes of the horns on top of the tent as well.
Non square is ok. But here an advice If the engine you are using makes us of textures arrays, I would advice to define a number of texture resolutions and keep it. You don't want to create textures arrays and feed it with only one texture.