Arms look a bit too short. There are too many stacks in the arms which don't help define the shape, either remove them or pull them about and add some shape in them. Head needs some revising; eyes and nose are too high plus the shape is a bit off overall.
I believe I am now "finished" with the base of the body. I increased the volume of, and defined the muscles a bit more. His head is also smaller and pointier. Going to add armour now, beginning with the lower bits and then going to the upper bits. I'll add the armour parts by extruding faces in certain areas.
Yes, some contrasting color tones would help a lot. What HP said, foliage of any sort should definately help to fill up the composition with more interesting shapes/forms. Maybe some sense of translucency and volume in the water would help? With some interesting colors coming from within it?
I re-painted the floor wood so it matches the new wood style of the tun. I might go back and define the space between each board, they kind of blend together a little bit right now. Don't mind those other things in the tiled shot, those will be retextured soon enough :)
Hey man Looking good. I reckon you need to bake an Ambient Occlusion map and put that on your diffuse. The face looks fairly similar to the concept, maybe define the cheekbones in the textures more. I also think you could cut some polys off the hair mesh Good luck! :)
I like that you shared these as sketchfabs, I wish more Art Dumps could do this. What are the specs on the characters? Also, did you guys use a terrain editor? The path looks very well defined and doesn't have that blurry faded look between materials that you see in a lot of games.
looks very nice! I am an absolute fan of your helmet and would definately pay to use it! your shield is juist awesome adn i cant wait to see what you come up with for the sword! If everything that has been made for the constest is on this forum, you've basically won. Congratz :P
The easiest way to do it would probably be to draw on a mask, then use the curve brush to define the mask. Press cntrl while clicking the stroke icon on the left of the interface. Once you have the mask you want , invert it and use the deformation sub palet (under tools) and under deflate slide the handle left.
@Tomtegubbe thanks pal! thats aweosme reference you gave me!, i will definately start studying that now, i am glad that i have layers for my folds so i can give it a redo. should be fun. ill make sure to do some studies of it right now of folds!
I think the line crease between her bum and thighs is too defined, almost like the belt is pushing it down alot. Try make the definition more subtle, and give it a rounder look. Here is a good example (I'll hyperlink it so it doesnt take up too much thread space) "possiblyNSFW"