That shot is from League of Legends. This blog post might help you. http://na.leagueoflegends.com/en/news/game-updates/features/dev-blog-defining-rifts-visual-style Notice that their style is very "painterly". This requires strong painting skills. We have some tutorials here about stylistic texture painting:…
Hi Lotet, Thank you for your feeback and help. You are completely right, I should have defined the targer audience more clearly in the description and should have therefore added the "other" option to all of those questions that needed them. I will run through all of the questions and see what I can change and add. Thanks…
Thanks guys. JRancourt: Its funny because both those things you mention are crits I got from friends to change. They said I should define the anatomy and the tail a little more. I'll see what I can do and maybe make a blend of the two. Maybe smooth out the arms a bit and make a better transition for the tail.
+1 to @bmasterson 's comment! One other thing I noticed about the keyboard is your inset oval shapes have pretty defined ridges around them, whereas in your reference, those are more of a gentle curve. Like this - drew up a quick diagram of the side view. Your keys are on top, what I'm seeing from the ref is bottom:
For now keep it because it is a strong piece but when you get enough good environment content be sure to replace it. Keep it up. By the way, the noise on the normals probably doesn't matter since I actually looked at your scene more closely and it seems you went for a more "weighted", more "defined" style and the shadows…
Hey, Nice vehicle. I watched the following video and it actually helped me a lot with defining materials and helped me realize what I was missing. You dont have to use dDo like this guy but you can at least better understand the process. [ame="…
The legs need some defining. Your knees and calves are too thin. Get skeletal reference as well. Muscles don't just sit on top of each other, they originate somewhere on the skeleton and insert somewhere on the skeleton. Also look for the bone landmarks on the body where there the muscles attach themselves such as the…
Thanks Jordan for the kudos. I'll keep that in mind about the scratches, thanks. Thanks artquest. Marmoset I was really happy with, good quality renders with a few clicks. I double checked, and shadows are on. I'm using a lighting preset - Forest Ambiance, there really isn't a strong key light to cast strong/defined…
Working on a map for the dungeon crawler i'm working on. I've only recently started to attempt painting things, so a lot of this is trial and error to get objects to pop. So far I'm finding that pushing a lot of muddy color around to define lights, and then going back and neatening it up with some contrasting hues is…
lightmass will create a baked lightmap for your entire scene. it will determine where light/shadow is defined.. thats the baking part of it. for individual assets, say you have a wall.. and both sides of the wall share UVs, if one side gets hit by shadow, it will reflect on the other side. thats why for modularity's sake,…