These are better, but there is still to much work being done on the details inside instead of the silhouette as a whole. Here is a comparison I put together of some samurai concepts vs their silhouettes. The one on the left has a more realistic look and the other 2 have more of a stylized feel. The important thing is that…
Amazing work. I love the moated grange scene. One thing you should do is make it so that you can view/save both the day and night versions of the images. Sometimes recruiters will want to save an image so they can pull it back up easier later and right now there's no way to save the day versions of the images that I could…
Hey RisTar, thanks for your comments. I acutally prefer a more realistic stylized style for 3D rather than something cartoony. For some reason I'm not a big fan of anime or cartoon styled 3D. I like bringing more realism with 3D, but not quite photoreal. I'm not quite there yet but I am working towards it. I'm also trying…
Low poly with hand painted textures isn't really meant to be shown off using scanline or raytrace renders. You're better off doing screen captures from your viewport as it more accurately represents the means. For the case of what you have there i would just apply a basic Lambert with self-illumination set to about 80-90%.…
Removing pre-computed lighting from your diffuse and spec is the modern thinking, brought about by modern engines that use physically based rendering. Placing lighting on your diffuse/spec was to make up for the computers lack of ability to do this in the shader/engine. We can now do that, so we have to deprecate habits…
Nice work! I like how you handled the face with such a stylized concept. My suggestions: - Thin out the base of the neck. - Instead of a T-pose move her to an A-pose so you can hit landmarks like elbows and shoulders better in the sculpt - Same goes for the hand, it can be more relaxed so you can define joints of each…
hi, some points i came up with: (butcher) concept: if you aim for a stylized cartoonish character id exaggerate his proportions to get a more exciting look. his body, compared to his face, is quite simple, so his face looks off. you could ie. make his gloves way bigger or turn his dagger into a two-handed sword over his…
Learned a load from the gnomon vids.. Wires of a 2000 face character for class this week, I was going to use the head above but didn't want to get too stylized as I was warned it might give me trouble when we rig it. Our instructor also wanted us to pose in a 90 degree t stance for easier rigging for now..(Our next…
Rather conservatively. Don't be afraid to really push in the eyesockets or bring out the nose or something like that. Even if you feel like you go to far, you're probably still not pushing far enough yet. Currently it's still very visibly made from a sphere (or a subdiv-cube). Also, try to mix up shapes and brushes a bit.…
Oooo, I'm not sure allowing the player to switch between first and 3rd person is such a good idea. That usually only works in sandbox-style games, where the player is expected to mess around with their environment. It is generally better to constrain the player, especially where the camera is concerned. Give them too much…