Swizzle: I feel like the edges of your finished dark pieces could do with a tiny bit broader beveling to catch hilites better - right now they look a bit flat. Otherwise, keep it up.
BeatKitano - looks good and scary/disturbing at the same time head looks a liittle flat in places though. perhaps the eyes could stick out a little CrazyMatt - looks cool - more 'tumorish' than melted though
Scudz: looove the concept, especially the proportions. I think you could push the sculpt's proportions more, to match the concept. rooster: i'd love to see what your crazy new concepting method is all about. :D was doodling a texture flat today while at work, inbetween level work... got home and decided to doodle up a…
mop - thanks for your comments, have worked on the face to try and get it right redmond_david - thanks for posting the flats and wires pior even hand crafted work from you oozes pure style, very cool idea
ParoXum, The lighting in the shadows looks really flat Get some blue fill lights in there. You should also add more terrain layers and some smaller objects on the terrain. Maybe some color variation on the rocks with vertex painting.
Amazing portraits Art-Machine ! I've started an UT3 scene with the rocks I made last couple of days. There's three assets, one flat, one corner, one 360 with more unique details, here's a small quicky canyon:
This has forever changed my ideas about what game art can be. You will show texture flats NOW! The rest of your portfolio is great stuff too, and you're barely out of school. I hate you all.
nice shape! Can we see the flats? I feel like the bark is twisting to be almost sideways at the base, which feels a little weird. It also seems a bit noisy, but maybe that would balance out with some real lighting?
The SF mini comp is getting really scary, DW is going to be nuts this year...to add to the craziness: Edit: Ooops, thanks all for the comments especially regarding the headband..in a lot of the pics i have it looks flat and would have had no idea otherwise.
Max viewport grab using Laurens' real-time shader. The normal was quickly done, and the diffuse isn't final or even close. No specular done yet either, but I hope to get it all done by the end of the weekend. It's a flat plane, and here is the high poly: