Modern workflow for a character is to: a.) create a basemesh. b.) Sculpt the high-poly details into that basemesh. c.) create a new animation ready mesh that matches the silhouette of your high-poly sculpt. d.) bake the high-poly information down into a low-res mesh. Right now you are at step A. The basemesh you are…
Well, I wish the site wasn't so bloody slow. But it's interesting. I wish it wasn't written quite so one-sidedly too as Eric says, since it makes it hard to read. But I fundamentally agree with the point I think. Except that I wouldn't want to dismiss all modern Art just because it a) has been produced in the 20th century…
Well first i would say vary up the environment a little,some things look too snapped into place,like the support beam on the docks,they are all level,sink and raise some of them and rotate them in different angles. Also the textures look flat,they need a tad more lighting on some of them so they dont look so artificial…