teaandcigarettes - That looks great man. I love the grass and ground textures. You may want to try to make the river pop out a bit more, whether it be through the shader or through your lighting. I honestly didn't even notice it the first time looking at the image.
@Hawken: the sexy angel babe could have her wings down in a more dragging fashion and there's a slight knee pop you might need to see over. But other than that I really like how far you've pushed the hips and all... Great job all in all.
Thanks! I knew something was off but I couldnt figure out what I forgot. Softened the popping in the knees and added the bobbing as per your crit. Also, tweaked the head, slightly. New on the left, old on right. @Ferg- Reminds me of a horned rat of some kind...
nice work brings up ancient memories.. crank the contrast of the headlights, they're the soul of the car and should pop more than anything else. The shading on the rims seems a bit subtle and slightly off (maybe because it's directional and im used to seeing this as game art, would look wierd spinning).
Very impressive Diver! Lower the depth of field though, and the pictures hanging on the wall seem really out of place and generic. You may want to adjust the blueprint laying on the desk too as it pops out as generic as well. Seriously though, fun environment with some very nice material work! Keep it up.
I think the fact that her hair, which is kind of a blur too, makes the DOF blend in with it. Maybe try lighting around her head to make it pop a bit more. Your lighting overall is a pretty good start, but I'd try pushing it more and do some rim lighting or highlights on some of the darker areas.
Hey guys, I am currently working on an animation to improve my demo reel. I would really appreciate feedback on this, thanks. Right now I am looking for critique on general movement and positioning, I am aware of some leg pops and other mistakes like it. [ame]http://www.youtube.com/watch?v=JkZyODeD-Ls[/ame]
I realize that this is just a study, but what I'm feeling from this is it's too hot. I think the shadow area's would go toward the desaturated blue-purple hue to add visual excitement and contrast. And the warm area's could use a bit higher hue, flayored with some yellow-orange at a higher saturation for more pop. The fast…
Looking pretty cool Tastyrice, couple of things though: I'd take the white from his beard and use it to push the spec on the swords, it doesn't add to your pallete and will make the swords pop more. Also on the attack moves, it would be nice to have a slightly brighter colour on the motion blur of the sword, again, you…
that looks great jramauri, the white spec seems to work very well on the skintones but a little less on the cloth parts so maybe add some color in there. Also keeping the background grayscale is a lost opportunity, just a small colorize with some blue could give it an extra pop. And what would also complete the piece are…