Nice! I'm liking the color scheme you have going on there, the only crit I'd have is to maybe get some more contrast and material definition in your specular maps. The metal bits are looking kind of flat compared to the rest of the model, it may be a good idea to bump up the spec amounts. Atm, your spec is going from 50%…
Good points Lucas got, some of mine might include what he has already mentioned. I like the grid layout you got on your current page, might fit better than a single page one, since you got so much content to show(even if a lot get's removed). I'll rather list what I think you should keep. 1. The Carnival Trailer, I just…
Heyo, nice start! I think your skin concept is going in a great direction, Jinx seems perfect for an arcade skin. There are a few fundamental things I've noticed that I just want to throw out there. Don't take any of this personally, it's all just to help you out. Faces are hard to get right, but you HAVE to get them…
@Ouran A very good tip. I would probably have changed the folds on the arm to look more like this. And made the shoulder a bit sharper, in general a lot of angles should have been sharper for a bit more stylized look. @Suba Thanks man! I liked the grey hair too, but it didn't really fit the personality I had in mind. I've…
More... I would try to think of the overall design a little. Think of the presentation of your focus points. Gather ideas from existing architectural places. A focus place in a church/cathedral would be the altar. Similar for a temple or throne etc... there will usually be a stark contrast between the focus point and the…
Ray marching has become a very popular technique these days among real time artists and developers, due to the crazily increasing hardware speed. It was widely used in the past too, but mostly in offline applications because of its computation requirements. But luckily now we can have a glimple in our real time renderers…
Yo! This look really good! I have two comments. But they are not really on the animation itself, but feedback none the less. The first thing I noticed was when the character is crouch crawling back into the little cover / hole. For me that distance made the crawling feel a bit repetetive and loopy. It works, but it took…
Thanks for all the info guys. I think I would prefer to have a thicker glass, I am planning to use Marmoset to render it. I'll see how it goes, a bit of trial and error now. I do also have that glass bit on a different texture set, so I think it should work, I'll just skip the ao map on it..
Marmoset Viewer request Multiple cameras maybe tied to keys 1-4. This would allow for a few nicely lit views and also get the camera into spots to see specific parts of the model that would otherwise take a little time to orient properly. For instance a car. Camera one would show the whole thing, cam two would show wheel…