update, made the forms a bit softer to have it more realistic and able to move to make it feel more like a tech suit not armor will start working on the face now and will try to make it have more personality c&c welcome and appreciated =)
also, i think it would make it more realistic if you have different movement speed as the spider slows down to move with the other set of legs. so it doesnt have a constant movement speed. Right now it looks as if it is gliding or sliding.
Overall your stuff looks solid, realistic. It would be nice to wireframes, and everything is quite clean, things could be grungier. What is your career goal as well, since that will really help inform what direction you should move forward with.
I think the hair looks fantastic, really crisp and realistic alphas. Only think I might suggest is the Specular may need more saturation but its hard to say with out seeing the flat texture. Adding to favorites for future reference :]
ROH ROH FIGHT THE POWAH! I believe in you Sefice! Believe in the me that believes in you! I think she's almost a bit too realistically proportioned at this point, making her seem a bit taller? I think it's the head size?
Another Vancouverite! How's it goin? :) I think your material has far too much height, and the dirt doesn't look very realistic. Did you take photos for reference? Any chance you could post one here?
I´m not too much into weapon-modeling and texturing but I´d say your materiials need a rework here. highlights still dont look to realistic ... and about the loops. having tris in some places should be that bad I guess.
Done with the haircards, think it already looks much more realistic than what we had before. Tomorrow Im going to bake the textures for the hair and then it should be done. Minibabylizard finished up the retopo for the beetle: C&C is very welcome.
The shading is due to the viewport shading settings located at the top left of the viewport: the first two attachments are on Realistic, while the third attachment is set to Smooth. Your smoothing groups will also affect model shading (the equivalent to Maya's hard/soft edges).
Well I think you try to match it to the rest of the scene. If you're going for a more realistic look like the first image you posted having really simplified and iconic shapes for the grass is going to look weird and the same is true of the opposite.