I like the idea of breaking down how things worked, like some asking how this effect was done, and someone breaking out the emulator and taking wireframe screen shots and making test scenes and what not.
Peter - WTF! This is awesome! You need to start thinking about lighting next. When you squint everything is the same colour that is not the sky. How about some higher angled shots to the scene as whole? (wireframes)
I tried out the demo today and it was absolutely beautiful! I love the artwork. Sometimes it was hard to believe the amount of triangles that were visible in wireframe when your close up to something. Good performance too!
the rainbow kills it,- otherwise nice texture work. There seem to be quite a few faces wasted also some of the triangle counts are imo a bit high compared to what the wireframe shots intend to shape and define of the object.
Does the ground look any better? I tried to add some cloth in the cages, and more around the base. I still need to finish those crates... Wireframe What would you add/do?
what @JordanN said. You need to work a lot more on your texturing skills. Also retopology, baking maps, rigging? Presentation! Export to UE4 and show a wireframe. Most of your images are screenshots from the viewport right now.
Id like to see a bit moore breakdowns of your scenes. Maybe just a shot of the wireframe and some texture flats. I also think its important that you state that the scene was rendered in UDK or whatever programm you use.
Can you show the wireframe? To be entirely honest I don't think the polycount is too crazy, though for a simple character like this without many bells and whistles, I'd be interested in where that geo is going. More polygons ≠ more quality.
I think a good idea would be to post pics of : low poly, hipoly, uv map, low poly with ao baked all this showing some perspective with the model(not cut zooms).Some wireframes would also help too.
Triangles are not outlawed when it comes to animation. If it's a non-deforming surface then triangles are not a big deal at all. Tie some edge loops off at the heel, ankle, or toe areas. Look at other wireframes of feet and see how those are done.