riceart: Love that concept! samuriaidragon: Nice work so far. Check the uvs on the two limbs where they are rotated 90. Its really obvious the texture should be flowing the other way. Also, focus on large forms and stuff for the texture. As riceart showed in that concept you can do some really cool things by stylizing the…
Yeah you can keep it, i wasn't saying to get rid of it entirely :) I would suggest going with the "Dominic Santiago" method but here is a resource for whatever method you want to go with http://wiki.polycount.com/HairTechnique?action=show&redirect=Hair+Techniques Overall it really comes down to two choices, poly hair or…
Tokoya- Thanks. Glad you like it so far. Mark Dygert - Thanks. As for breaking up the lines, I know what you mean. I plan on refraining from that for the moment as the concept is mostly straight lines. I'm going to go in at the end and do what you suggest to see how it looks. The concept still looks cartoony, but yeah, the…
Maybe some desaturation of planks? Compare yours and those on image posted by selaznog. They play way better with rest of the scene. The same thing with moss it is breaking out from rest too much. But actually i'm not sure if materials or textures need to be modified. Probably PP effcts would do the trick. If not classic…
Thanks for the feedback guys ! Here's another test I'm working on. Trying to make the character look as heavy as I can, like he's the size of King Kong and all muscle. I slowed it down a tad, shortened his stride length, increased hips/torso oscillation and added more head follow through. Again, not pushing the animation…
I have a small question :-) So far I've seen Substance being used for game art and in most cases fantasy and sci-fi with a little nudge the cartoony style. How does substance handle itself in a VFX/High-end offline render environment where textures often reach 8k and models can easily use up to 8 maps in different UV…
Looks good, all I would say is that the head looks a little too cartoony, you could do with giving it a more menacing look. I would suggest doing this by making the head (and especially the mouth) longer and thinner vertically like the images that buzzcore has posted above. I would also suggest adding a thin defined ridge…
Last one I did was the one for splashdamage. I didn't hear anything back, but I keep telling myself it was because they didn't, and still don't have any openings:p. In the past couple of weeks I've had some good oppertunities, so I'll be working @ one of those very soon, but splash damage was a place where I really really…
Don't do the "slouched shoulders" thing. Make the collar bones of your rig perfectly horizontal. And better yet : Do as suggested above and overlay your references on top of your model - don't just look at them. Also a good idea is to bring in a 3d model of a human skeleton into your scene, as it will teach you things…
wow thanks every one for all the critiques i will have to address every thing this weekend unfortunatly alot of the anatomy issuses are because i thought i would cover it all with armor aseir: i feel you on the face i have been debating on whether i should completly redo it i kind of like it because i really love the…