Hey, I've had a quick look over your work. OK, my five cents! it's a good start, but here are some things to work upon as you start to reiterate. To my eye the stone brick texture that you've worked on seems flat and too uniform in colour. Adding subtle colour variation to each brick will make them read as being carved…
Looks great! I agree with Brandoom and everyone else. There is a bit of a disconnect in how warn some objects are compared to others. The main siding of the building looks very beat down, but the sign looks brand new. Some of the barrels and crates look pretty new as well. The nighttime lighting needs a little work. At…
Hey Sugus, the Megalith and platform I think I had a 2 week allocation for everything. I spent maybe a day doing a 2D concept, then two days developing the animation in a block out model to use as a final 'concept'. Since it was animation dependent, my art director wanted to see how that would work before giving the green…
hey guys, thanks for taking the time to reply! air- thanks man! I think you are right, I've changed the colors of the hair and eyebrows a bit so that they feel more dark and colourful, its working better already, might try even darker just to make sure I have the right color. TomGT- Right on, I've darkned the metal and…
Hey all, thanks for your comments. To those who mentioned the bricks, thanks but I have to say, there's nothing special about the way I made them.. I've made tileable textures in Zbrush before using the method Holland mentioned, make a few unique pieces then rotate them around and reuse them. This time I wanted to…
I'd probably up your polycount a bit (smartly) to make things less boxy and perfectly straight. Areas like the wooden board fence could be broken into having an actual modeled out board for each with some slight gaps inbetween them rather than completely solid. You could also probably add more edges and extrusions to…
Overall this is looking very nice, so here's some nitpicky stuff that would make it match to the concept even better: In the concept the shapes of the objects are more quirky and exaggerated. Look for instance how thick and unevenly shaped the scrolls are in the concept, and how large and rounded the goopy drips on the…
(it's already been said enough but...) axe the flash. you're now a game developer not a design student. simple is best, *really show those design skills. way too many clicks to get to your works and the mouse over to scroll things, quite flatly, suck for navigation of images i think you need to trim down your images to 15…
[ QUOTE ] Heya, welcome to the forums Few crits for you. The model looks like it's off to a good start, but the anatomy has some trouble areas. You are going a good job of paying attention to the details of the muscles, but you should pay special attention to how the muscles work together as a whole. There is a flow to how…
I'm running a i5-4690K, a GTX 970, and 16GB of DDR3 RAM. So I understand having to work around your computer limitations. Though I don't do character work, just environment stuff. Understand that you don't always have to have an insane polycount in Zbrush to get good bakes. It's tempting to crank up the Sub-Ds until each…