Hey OXGears, Good start on the art. There are some major anatomy problems with the girl as she stands. Her shoulders are really wide and her hips are way too skinny. Try hitting up some more reference on the body, her back anatomy is wrong. Her arms are too short, her legs are about the right length but not full enough,…
I tried from 10:30pm to 11:30pm and just got stuck on the loading screen for the first race tutorial mission every time. Just turned it off after an hour of wasted time and disappointment. What set the mood for my sadness was every character you make looks super athletic and fit, even if you say they sit their ass on the…
In addition to what other people have already said, going to state that she's not really as gaunt as you're portraying her. Still a lot more rounded. Your second reference appears to be (quite heavily) edited so it's probably not the best reference. Something else I really feel is kinda missing here... Twigs isn't…
Specifically talking about the face; The biggest issue is with her hair, that is her hair line is so far back it appears like she's going bald, she has no eyelashes, and her eyebrows are almost non-existent. The philtrum is also too well defined, and the chin a bit too large and bumpy (turn down the normal/bump noise…
Some proportions look off. Arms are chimp like in length. Man bulge is like he's wearing a speedo, but this looks like a pretty bulky suit. Tops of ears usually come in line with tops of eyes. Nose bridge is perhaps abnormally high into the brow. It's probably possible that a human could have proportions like this, but to…
Looking good! I agree the proportions can be pushed a bit further, but the first thing that stands out to me is that overall she doesn't seem to look quite 'thick' enough. Her arms and hands especially look thin, almost wiry. The silhouette of her hair feels a bit off as well, I think it stems from the way it kind of…
"My steps for this model are: 1. I've created UV splits for all the polys which have smoothing split" That part is good. "and hardened the edge boundaries of the current selected UV map via Modo's Vertex Map palette" That part is absolutely not necessary. You only need to UVsplit the edges that you decided to set as hard -…
Why climb Mt. Everest? Why explore the very bottom of our ocean? Humanity does these things because they are there. Space travel is a challenge, the greatest challenge and adventure humanity has ever known. Its my opinion that the human race needs to put forth as much effort as it can to exploring space and space tech. I…
Hey sama.van. Good work! I like the armor detail and style. I have a few comments at a glance. 1. Why not do the normal map first? It can save you work on the diffuse. You can use a displacement map or the NM green channel as an overlay to save you time on the diffuse. 2. The shorts material is unclear to me. I don't know…
This is a great effort! You could use a bit of color variation in the face. Redder nose, ears, lips. Purplish eye sockets. Less saturation & sharper highlights on tight areas of skin. Forehead, nose bridge, cheeks.. The eyebrows look stuck on, or fake. Dont try at this rez to paint idividual hairs. Work on getting a good…