daphz: Love the sculpt, but I think you could push the texture a lot harder. Maybe add more subtle color variation in general and check out more cavity-type definition on the metal bits. The white swirlies on the dress look pretty painted on, and I think the different elements are all contrasting a little too hard with…
Man, I step out for a couple of days and all sorts of cool things fill this thread. Makkon - keep rocking those rocks man (pun definitely intended) maze - sweet bike concept, like Stertman - awesome proportions, looks very clean Gav - cool character, don't know if he is evil but his face blooks kinda evil. Cool none the…
While I'm not much of a concept artist myself I've noticed a lot of them seem to make their brushes on a per project basis. It's tough to make a one size fits all brush so it makes sense to doodle out whatever fits the scope and style of the current piece and then work with that. My friend Johan has Define Brush Preset set…
spiderDude: You should check the anatomic structure a bit. Brink, even with it´s stylization, keeps some consistence in the bone and muscle structure, but playing with the proportions. I see some problems with the jaw bone, it looks really thin (when in the original concept it appears to be more massive), and the nose…
@leilei "Just go for it. Pros showing their stuff never discouraged me from posting my crap here." > You know, you've got a point there. All right, I'll bite, what the hell. Prepare to be unimpressed... > I'm not sure if any of you have heard of MUGEN, but for those who haven't, it's basically a fighting game engine in…
yes but in the end we dropped all outlines because of a few reasons, I tested quite a bunch of methods, and the most interesting one isn't possible in UDK as you would draw actual edge meshes with a stroke texture applied (basicly you detect the edge, create polygonstrips aligned to the screen and map strokes on them) this…