I'd say your creature's claws could be redone. The points of the claws should be touching the ground. The concept has claws that are round and curved and reach around the front of the toe, whereas your sculpt has claws which are flat and oddly shaped. I'd also tighten up the skin above the fingers, as right now it looks…
Lack of concept/atmosphere/place really hurting this. Everything is played pretty safe, very on the grid and sterile. Not a space I'm dying to explore. I mean less is more sometimes. The exposed ventilation ducts look very tacked on and not supported. The bricks being used for the slanted roof are unrealistic and proves…
I just remember the first year we invited the koreans to participate in Dominance War, they ended up getting something like 8 of the top 10 Concept Art placements. http://www.gameartisans.org/dominancewar/3/index.php ;P Here goes: Lineage I, II, Eternal Raganarok Online Aion Maple Story I & II Tera Gunbound (<<<---THIS IS…
Your modelling work is great! As I've asked in a few threads lately, how close are you wanting to mimic the style and feel of the concept? If you look at the lighting of the original image, it is quite pale and cold - almost white (with a slight twinge of yellow). This picks up the greens and greys in the foreground and…
@almighty_gir yea its great. i'm not trying to be a scrooge here. i do concept sculpts with it and its fun for that. but the example everyone gives is one mesh and your totally in charge and can do what ever you want. that never fucking happens tho. i'm not a concept artist i'm a modeler. the concepts done. if the concept…
The technical aspect of the modelling was covered well by snader, to add to that i'd say your house looks wider than the one in the concept, and not quite as tall. The concept is also very loose and whimsical, wheras your model is much more rigid and square. There's a lot of curved lines and an overall tapered look in the…
nice work so far. to the execution: your texturemap has much wasted uv-space. There are so much areas without texture-information. you could add bunch of detail there. Maybe think of some additional assets which could use those areas in your texture. Try adding the lantern or the iron fence which can be seen in your…
The texturing overall needs a little work definetely not your strongest area. The high poly at the bottom look good, and so does your concepts. I would say trim down most of your 3d models, it's about showing your best work, quality over quantity having only 3 or 4 models/scenes is fine. Take out the character completely,…
Pior, thats why I do environmental work and animation. Feel free to chime in with your own kick ass paint over, I'll be sure to use it as my wallpaper. Love your stuff even if you are a douch =P [ QUOTE ] Vig wrote: Now that I look at the paint overs, I think I might have gone a bit too thin on the waste, but given the…
It looks like a pretty decent sculpt, but you've lost a fair bit of bulk from the original concept, and you've made a lot of the detail more "skin tight" if that makes any sense. The concept has a much more interesting silhouette than your model at the moment. You could really do with making the trousers puff out more at…