Whoa Nelly. As for the grips, whoopsies! I forgot to unhide the layer in Max. That can be fixed easily. As for the vents, I can rebake part of that back in, or attach external vent flaps. It'd give it more of a silhouette from the front/back too. As for the sights, do I move or no? That's an easy fix as well. Obviously I'm…
Your textures and lighting are really working against you. The original has bold colors and big defined shapes in the textures. Your textures are muted and noisy, with a lot of small details but not many big features that read from a distance. You need to either add more large texture features, or, probably better, model…
most important critique i could think of, is you need to get better at faces. most of them has the same disproprtionate almost cartoony sizes to eyes, nose and mouth. i recommend focusing on that, both in 2d and sculpting, for a while and do a bunch of studies. your props, for example the weapons to jinx has a much higher…
@ tac0m - Thanks for the feedback, Im using the metal/roughness workflow. I have added some decals but still feel it needs a better sense of scale. @ miamigator09 - Im going for paint on metal, I have been playing around with the roughness values of the paint and agree it was too glossy in the last render. I have made some…
Thanks dirigible! I plan on using tiling textures for nearly everything (some parts of the castle may get unique texture space), but using decals for the cracks. I am only modeling out areas of huge damage, like where bricks are actually crumbling/missing. Not exaactly sure what decals are yet, but I'll be researching more…
P442, Okay I'll give it more polygons. Illusive, its suppose to be a generic rock but was planning to make a few more variation of it. The reason why I didn't do tileable was because I don't know how to create rocks with a layered look, and make it seamless. Mine doesn't really look that layered, but it's the closest I've…
I faced this problem too (atleast I think I did) then I found a studio that wasn't as narrow minded, in the sense that they didn't have to be as they have work that needs realism as well as stylised and cartoony work, having an artist with that versatility is a huge asset to them and they can budget accordingly. So they…
Didn't post here in quite a long time for various reasons (recently switched my 30mn Zbrush per day to a 30mn sport & exercise per day .. and then back again with Zbrush + sports now :p \o/) So here's my new project : learning anatomy by sculpting a whole body, starting with a dynamesh sphere and no basemesh. Been watching…
when you have your ambient occlusion texture rendered out i recommend not just putting it through as a multiply layer in photoshop. This adds black to your shadows which tends to make things look dirty (especially if your doing something like skin. Instead in photoshop copy your ambient occlusion and use it as a mask for a…
cut the 8 bit shit. texture your fucking models for the love of god. Stop hiding behind cartoony styles, make some realistic stuff, aiming for photorealism. If you can hit photoreaslism then you can usually hit a specific non-photoreal style. pick characters or environments, you're not doing either one well enough. there…