I feel like your handling of color is pretty good, to me it looks like your painting is blurry because you aren't refining shapes. Reduce the size of your brush and start refining edges and the silhouette, you have a great start but because of either your brushes being too big or opacity being too low it's making…
Yep. Tools and techniques are easy to teach. Artistic talent, integrity, team work and other soft skills are not easy to teach. In my company we hire lots of juniors (cheaper but also seniors are somewhat rare to hire here) and we put a lot of effort into training them, as long as they bring talent and motivation to the…
Looks a little... blobby and soft. Try going over it more with some of the Trim brushes. I personally like using the Planar as well. Your texel density doesn't look even either, it looks like some areas are super blurry. This rock looks like it'd be one you'd see placed around on the ground, instead of being used to make…
Thanks for the love guys! @Popol- You like the stylized anatomy but you feel the breast are too high. I will make sure to tweak them in the next step. Thanks for the insight on the designs. I am no concept artist so tips like that are super helpful! @PyrZern- I really hope my buddy goes with that one. It is the most…
I feel these props look pretty good....but since you are basing them off of a game you should include the in game screenshots/concept art that you are modeling from that way we can really give you a crit without looking at the inspiration for these meshes i would say alot of your edges on the single stand and tubing prop…
Sure, Zbrush is faster for sculpting, but it isn't ALWAYS faster for sculpting. If you just need to tweak some verts really quickly with soft modification it's probably going to be faster to do it with Modo's sculpt tools if you're already in Modo than it would be to export your object, import it to Zbrush, tweak a few…
I will go back and work on my material definition and I might change the color scheme. As far as the unreal render is concerned I have no idea what is going on. Whenever I put something into Unreal and apply 1024x1024 texture maps to it it always looks blurry and the normal map barely shows up and what does show up is…
One other thing that I forgot to bring up. Not only is it important to maintain a 1:1 ratio within your unwrap but try to maintain a consistent texel density between various objects and the game world. So for example 512px per meter or some similar formula that works for that game/engine, like 4px per every game unit or…
Throughout the story of Scavengers Odyssey, the player experiences "visions" - dream-sequences that contain some important narration while cryptic symbols are revealed. For this scene, i wanted to create a sense of being confined inside one's head. To achieve this, I made the scene very small - less than 1m around you, and…
Hey this looks nice here are a couple things I see: Lighting is very soft, everything feels mushy, would be nice to see brighter spots around lightsources and some more defined shadows. Your lightmap res looks too low, I see lightmap pixes everywhere. You should put some fog sheets and add subtle heightfog to the level to…