great stuff everyone, my personal favourite #1 was boofis and 2nd was owl+cat :) I think they both show great creative character design and look fun :D
Thank you all for your crits so far! Right now I'm texturing the 2nd tile that'll break up the intensity of the floor, and then I'll start working on the walls.
Use way more reference, and if you find you have difficulty eyeing the proportions from a 2nd monitor, then bring in the reference as a textured plane or use the transparency feature of zbrush with the reference in the background.
Are you able to seem tessellation in the first place? Running DX-11 editor more or DX-9? 2nd are you using Terrain OR Landscape? You shouldn't be using terrain, it's the old format.
Oh, sorry, yes, I meant the 2nd image. The red girl looks cool, I like it! You could have emphasized the S dynamic in her more, but its cool anyways =)
Do you have one set of UVs for the textures? and another non-overlapping set of UVs for the lightmap? If the answer to the 2nd question is "no" then: Copy/pasted from another thread: I hope that helps.
Here's a question for you. On the face of the buildings are those floaters? (the windows doors molding etc) And 2nd..... not to thread jack, but what are the pros and cons of having floaters in the game engine vs a continuous mesh?
Silhouette and color wise I like the 2nd one the best. I would however suggest adding about 30% more demon and taking about 30% of the crab feel from the design.
You can create support edges to get that, in my image the first model has support edges with no meshsmooth and the 2nd one has meshsmooth with a subdivision so you can see the result.