hi @Sunray I would hide everything but the face and really work the forms, gather tons of reference, the eyes seem a bit small, so does mouth. Overall your face is really soft and mushy, try to define the planes of the face, i struggle with this my self but the more reference you gather the better i did a quick draw over…
That totally depends on the topology and bone counts that are allowed. Like Bardler pointed out twist bones are pretty common, especially down the forearms. The bicep bones seem to becoming a little more action. Are you having trouble defining the elbow? Because there is a lot you can do with topology and weighting with…
Hey, this is looking pretty good, my biggest issue here is the blade material. It looks like you have a lot of variance in the spec map but very little in the gloss. Most of the detail for a material like this will come from the gloss map, while the spec should be fairly even. The interesting detail and variation there is…
awesome work there buddy reminds me of thin man from XCOM Enemy Unknown game :D i dont really now much about the style ur going for but it feels like he is very thin . specially the legs IMO i would also suggest some manly features in the face ( defineing the jaw and cheek bones a little will remove the round smooth cheeks…
I'm getting pretty sick of indie games that define themselves as indie by having shitty mspaint 2d artwork and some soft piano music. Vehicle sections in games that aren't about vehicular combat or racing that go on for way too long or aren't just shooting galleries. "Oh hey, there's some awesome ideas for multiplayer…
I love the edits to your character painting, makes it look much more like a Blizzard style painting. As for the knife, the glow doesn't really read to me. Is it hot? Is it magical? I would try and define it. I think the painting of the knife is very nice, but as Neox mentioned, the design doesn't make much sense. It…
This looks really awesome! Will definately check it out. I've just recently started to use stand-alone uv-mapping software in an attempt to speed up the unwrapping process, but this might give me a reason to stick to Maya a bit longer (which I don't mind). I'm not a fan of having to export/import stuff to other programs.…
Are you aiming for a special direction with your handpainted textures and models? Like more semi-realistic or more cartoony like world of warcraft? Knowing this might help people with giving you critique. For now the blade of you sword looks to bride/white and the metall looks a little to noisy. Also some edge highlight on…
This is really nice work! A few pieces of criticism: your renders are a touch dark, and could use a more defined light source to really show off your texture work. The materials in general are quite nice, but the wrapped fabric grip stands out to me - the wrinkles feel pretty random. It could use more love to bring it up…
Game looks great, Im definitely gonna get it, I am surprised that the starcards define the classes - surely most people playing will just be trying to level up to be the one man army and people wont become a class that helps thier teammate against the enemy...unless there is some advantage to working together eg the levels…