If you want it stylised, blow out some proportions, avoid straight lines and perfect parallels. Atm it looks like an early realistic game model. http://www.autodestruct.com/thumbwar.htm It's about concept but a lot of the principles translate 1 for 1 to our trade.
Hey everybody, after modelling chibi Ahri, thought I do a reverse chibi..which is basically taking something cute and making it more realistic! ahahah anyways this is my personal approach of what Titan Ziggs might look like..XD
Absolutely amazing stuff, Bo. I had no idea that image of the guitar player was 3D! I agree with what was said earlier in the thread that it is very refreshing to see someone taking freedom with their art style in 3D instead of it all being hyper-realistic :)
I really like your realistic stuff. It looks really awesome. One thing that I would add as a suggestion is dropping a high pass filter on overlay over the final version of the diffuse. It'll help sharpen and pop the textures even more.
I always think of the admittedly anachronistic Oddball as the epitome of the hippy soldier. Realistically, though, there were limits to what a soldier could get away with, even in the '70s. Pvt. Joker from Full Metal Jacket is probably the closest they could get away with.
I wouldn't go for realistic textures if it was me. I think for that kind of level, the reading's gonna be a ton easier and nicer with exaggerated shapes and hand painted diffuse textures. Also, you should sort, fog, lighting, SSAO, like most said.
What Dygert said. It's not lying about how much time you need, it's being realistic. In fact, it's being honest. Anybody who says they can do it perfect the first time and doesn't need any extra time for unforeseen issues is lying.
So... Using any sort of normal method for estimating time(8 hour days, 5 days a week), your two weeks is actually about a month. And thats being generous, 6 hour days are more realistic as mop says. =P
I'm liking your 2d and high poly work. And the prop texturing is pretty good, quite realistic. The low poly work seems a tad limited, and the texturing could used some work. You have a good grasp on anatomy, much props for that.
Sounds cool. His lips are rather small - general rule is the corner of lips lines up with the center of the eye. If you look at some faces, you should see this is the case; cross-checking stuff like that is vital if you're trying for realistic proportions. :)