The render looks really cool, and I love the attitude of the piece, but I have to agree on the surface confusion and the lack of mid frequency form. At first glance it didn't really catch me, I had to really look at it to appreciate the effort you put in - I don't think it would take too much to really push this and have…
There really seems to be varying level of detail on your textures there. The models are solid, but being hand-painted, there are certain areas that seem rather solid colour bodies that could use some detail. The ones that stand out to me the most is the concrete surrounding the statue (ie, the pathway, and the concrete…
Regarding the sword, It looks pretty good, and to be honest I'm leaning towards you keeping it. It's simple and polished.... But you'll need to present it better, I think. That plain light grey background does it no favors whatsoever. Get creative. Stick it in a stone or some dirt, or display it with better lighting (IBL…
This scene is looking pretty awesome, would you mind sharing the shader setup? I wanted to set something up like this for my western title, but never got around to it. My only crits are that the blend between the sand and stone at the edge of the cliff seems a bit too perfect. And the lake rings seem to be a bit too…
I think you've really nailed down a consistence hand painted style, well done! I especially love the definition you are able to give on the stones on the well! The only crit I have is that the red light on either sense doesn't make sense to me visually. Why is it there? What is making it? Why isn't it spreading out to…
It's kind of hard to critique right now for me as I don't know what the final result is going to be without a concept image/textures/more info. It could be a stone man or base mesh atm. I don't have too much experience when it comes to rigging but right now it looks like you might need some more edge loops around the joint…
Your metal edges, especially on the jump pad are pretty sloppy. Not every edge needs massive wear, sometimes just a bit brighter line on the specular does the trick on defining the edge. Secondly, it seems like you are priding yourself on not using reference. This is a VERY bad habit, and I suggest you break it asap. Using…
Take your diffuse texture in photoshop, and go to filter - offset, then move it around until you see the giant seam running down the middle of the picture. Fix that and and make it seamless, then offset it again. If you cant find any more seams from offsetting when your done, you will have one tileable texture :) Also it…
I loose the whole structure in the wall. You gotta define those edges :D because you have to think, if that building has been there as long as the bridge, there will be some dirty build up and what not on the wood and on the stone. Your on a good path that is for sure, you have what could be a GOOD piece, you just have to…
I really really like this, but one thing that needs attention is the little statue: right now it looks too much like a rough Zbrush sculpt, it could really benefit from some tightening up where the mouth and eyes are inset; also the texture looks too green - the main reference shows it as mostly grey stone with moss /…