It looks great except for the hip area. Your hips are way low and she looks bow legged. The legs look proportionally like she is a midget or something because of the fact that she has heels and they are so short. I am assuming this isn't intended, so I would really work on that area, because I feel its throwing the whole…
This is looking cool. Is this intended to be treated like a concept car? If so, you can take a few liberties in design, since a lot of concept cars usually feature radical elements/proportions that won't ever make it to production. Your Aston Martin was pretty awesome, so I have high expectations for this :) But definitely…
Steady progress on the secondary details, some of what Shrike says still rings true for me. Your deploy animation is very cool, but it feels a bit light (almost as if this is a miniature instead of something with a lot of weight). Perhaps some of the classics would help -- a small doodle of a human figure for scale ;) .…
sprunghunt: Thanks, that explains a lot. I thought the problem, if any, would be engine related. So deleting a poly that doesn't affect the vert count is not effective? Guriamo: I don't think I understand your suggestion. Are you suggesting that geometry B get cut across to make the tris more consistent and proportioned?…
Yeah I agree it's too busy, I started to try and change that but it was too much work, lol I gotta move on to another model. Same with the eyes, I re-did them and got lazy you could say. Same with the intestines, the spec map is pretty shiny there but it's not really showing up the way I intended. Yeah I was gonna give him…
Thanks Rawbert and Kid. @Kid.in.theDark I do intend to light this model in UE4. Its going to be a small to medium diorama that may become home to other props to eventually. I switched to another style of shingle to match the concept better although it currently may have the same saturation issue. @Rawbert I like the…
Thanks for the crits, guys! :) @Xelan101: Yeah I had intended those little ones to be bare because they were so small, but I will add some shapes so they fit better with the others. @hathol: Thanks! I've rotated the wood on the building. you can see it in the scene, but I will post a closeup when I post an update for the…
"Hero" items are objects in the scene that get the most attention, so these typically have more detail than the rest. They are individually painted. The larger areas of medium-attention grass can be painted very quickly, and the rest is just a suggestion of grass (no individual blades). Saves time, and in the end it…
Great stuff shabba, good to see your portfolio up and running again. Good luck on the escape challenge, I'll be following! [Edit]: I would recommend more textured objects. A lot of these are just highs and lows right now. Also, when clicking on the pieces to see larger images, some of your older models show up (like the…
Yes, loading your metalnessmap into the diffuse slot (or specular slot) is a good work around for the time being. Just make sure you go to the options (gear icon) and turn off sRGB for that texture. Re: color value, that is working as intended. The color picker value multiplies on top of the albedo input, to allow for…