I don't have any references to add, I just wanted to say good luck My master's thesis was "Defining the Art of Interactive Real-Time 3D", basically discussing the aesthetics of low-poly design, and reference material was similarly scarce.
You need some higher contrast to define the forms imo. Darker shadows, lighter brights. etc. But not really with an all around contrast, or else some already dark/light areas will get too dark/light. Just build the forms up.
Your sculpting gets better but you might want to stay to a lower sub division until your forms and proportions are well defined.. otherwise you begin to fine tune too early - and it gets wobbely Keep it up, I like the where it's going
These last two textures look great! My only complaint is the spec and normal on the wood makes it look very convincingly like polished wood -- but the depressions between the planks are way too defined and too deep. Somebody would lose a toe walking on that. :p
Hey all, I've been working on the value structure and defining the shapes since the last post. I'm trying to resist the urge to detail every little bit at this point. Hope to have this step done soon so I can start on color studies!
...and has this playing in his head when he's unwrapping: https://www.youtube.com/watch?v=9Fv5cuYZFC0 My personal method: Take into 3D coat, define seams, hit unwrap, bring back into 3D app and tweak any distorted areas. Job done!
Ok, I'll have to agree with you. I used to really like his work when I was a teen but now, I do admit it's designs are ridiculous. His character's looks have always been defined more on aesthitical look than functional...
Cheers for the crit @stororokw, really helpful so will have a go at applying your feedback, hopefully it'll look better for it! :P Definately need to take a look at the hands and feet as well, I failed to noticed they were affected by ZRemesher until it was too late.
Such beautiful sculpting on the cloth detail, it's a shame that none of it can be seen on the textures. I really would go with a lighter color scheme that showed off all the detail. I think as long as you keep the materials defined as they are now, it wouldn't get all that busy.
Thanks Lamoot, will try to figure this in .49 and will definately try this in .5 alpha 2 Thanks again. :) EDIT: Done! Though it was pretty damn easy to figure this one out in Alpha 2, I'll try it on .49. Thanks Ralusek, Really appreciated your tutorial. :)