Good start! Although the proportions are a bit different, look at the four main vertical beams, yours are a lot thicker. Each side has a single diagonal support per section, but you put two diagonals in an X shape. Look more closely at the concept. You have horizontal planks under the barrel, but these should be railroad…
Hello! I am making a model of the Triumph Rocket 3R motorcycle and thought I'd share my journey on polycount as well. :) Here are some photos of the motorcycle: The project started around two years ago with the goal to improve my subd modeling skills. Since I'm doing this in my spare time, work on the project has been very…
These are just my two cents from the perspective of a stylistic prop artist, but hopefully some of my words might help a little! As others have suggested in this thread, in regard to not having experience, you could always try your hand at freelancing/commission work for indie devs. While they may not be able to provide a…
Not sure if my imput will change anything as it seems like the axe is already borderline finished, but there are two parts that I'd try to work on more if it was me. The first one is the axe metal part. Two things are wrong with it, at least in my eyes. The blade is too uniformally thick. In all but one of your references…
Be sure while you are painting and presenting hand-painted models that you enable flat shading (disable viewport lighting). Painting with viewport shadows enabled gives a false sense of lighting which game engines won't have (they have lighting obviously just not the way it appears in the viewport). Additionally, the…
For a start, you've got fixed size layout elements, which means I have to scroll on the main page to see it all. It's currently 1920 pixels wide with a rather strange minimum height of 1055.7 pixels. Neither of which fit inside my browser window nicely. You'll need to see to that, try percentage or em widths. Vertical…
I played through the level a couple of times. It has the makings of a very solid platformer with some top notch art, but it has a little ways to go yet. Ace Angel brought up much of what I was going to say, particularly in terms of the readability of the environment, what you can and can't jump on and the like. It's…
i might sound like a broken record here, but its all about anatomy. what you have right now tells me that the two main issues you have are general facial anatomy knowledge, and understanding of how fat accumulates on top of the anatomy. after you get those two resolved, you have to exaggerate certain feature to make it…
I would say you need to have another pass over the wrinkles on the lower legs. Do you have reference for this? I would also have another pass over the wrinkles in general, especially since you now have belts on top that pulls on the fabrics as well. Also find references as to how the pants gets into the shoe. There's also…
Kind of like what was stated before, I think when people think that there is too much detail in games nowadays they forget that the mindset of the the ambitious game artist who is hungry to create hi-res, detailed models and textures is a whole different world than that of a gamer or designer who primarily likes gameplay.…