this is good work. the "big" parts of the texture, the base mats, are fine. the tertiary surface detail looks fine. you do want some mid-level interest in the texture though. it doesn't have to be edge wear. it can be, that's just really specific. think about how the object moves through space and time and what it comes in…
Tim Bergholz - https://gumroad.com/timb# His free tutorials already cover such high quality things that you probably won't need digital tutors. And if you want to go all the way, his stuff is cheap, but absolutely worth it. This covers modelling and texturing (3Ds Max and Substance Painter). Its a very solid foundation…
Are you rotating the hips at all in your walks? They don't seem to follow the legs much. If the right foot is forward, the right hip should be forward and down. same with the torso. The womans posing in the first shot is rough. Real rough. Arcing her back like that just looks bad and unnatural. Did you shoot reference for…
That would be awesome. For the treads of the boot, I am guessing you did something like get ahold of a boot sole pattern/design and used that as a reference to paint a mask in Zbrush, then inflate or move the knobby pieces outwards? Two more minor critiques after admiring the model a bit more : The broadhead's look dull…
Panda exports .X files. But it looks like it only makes BMPs out of your textures? BMP supports alpha but it's only on/off alpha IIRC. You should try .DDS format instead, which is Microsoft's texture format so it will work with .X files. Do you have Photoshop? Nvidia makes a plugin for Photoshop that saves in DDS format.…
You may have tried this, but I usually just stick a texture of almost pure rust under my 'top' metal layer, put a slight inner shadow on the top layer and add a mask, then use one of JohnnySix's grime/filth brushes to rub away the metal to 'reveal' the rust. If you play with the layer FX on the top layer, you can get a…
The back of the head could use some volume. Looks a bit stretched at the moment which isn't very cute: See if you can make the face texture work with a minimum amount of details. Tone the brighter values down a bit, as especially the forehead seems a bit too bright for me at the moment. Also some more hair in that area…
non-interactive ambient foam/ripples/wavepeaks with particles is doable. this would be for continuous ambient motion - horizontal billboards (can't accept local orientation) but just simple textures to give a toon feel two stretched billboard emitters, angled, emitting per distance can do a wake a good trail render would…
Stopped playing after getting frustrated last night. Definitely one of those people that doesn't like the 'tweaked, more sensitive controls'. Also, two bad design elements in a row irked me. First there's RPG guys in Syria who have better aim than you do with a friggin sniper rifle. Follow that up with a "be stealthy"…
The face doesn't quite live up to the concept, and considering that's one of the key spots you really want to nail that. The eyes seem a bit too sunken - casting more shadow then you may want. The concept seems really anime like, and smooth featured. The cheeks sag a bit, and I just noticed you chose red for the iris…