The biggest problems I see in terms of design and execution are that your characters don't have interesting overlapping forms on them, and thus don't have an interesting silhouette. Their clothes and armor won't look like it was put on one piece at a time and worn layer upon layer, and instead look like part of a one piece…
[Portfolio] Genk56 Australia, 3d game art student. Looking for some constructive feed back on the concept i've done so far. Now before you start, i'm still some what of a noob at photoshop but intending to try and get more practice in. And these are still in progress and no where near their final stage. The character is…
A little author design and experiments with models set from armor store. http://romanyukart.com/store/double-purple/ Good example of quality and the whole set in a whole image. The model is made for vr project. armor storehttp://romanyukart.com/store/category/armor/ https://www.youtube.com/watch?v=fcbWA_hUN8Y
This is looking great. I would double check the size of her head, I think its a tad too big, making her feel short. Other then that awesome job on the cloth and armor, buttcrack armor is the best kind of armor. ;)
try doing your characters body on one layer to get the proportion and anatomy solid. then do the armor over top on another layer. looks like the fancy armor might be what is hindering you. do some research on how different armor sits on the body and how the body moves in it.
I lack the talent and know how hehe, just giving some ideas on what would be cooL. Perhaps if some armors that I like don't end up getting in the game I could try my hand at making something and learning ^^ Those pictures look sick man, mad respect Zetheros for your ability to acutally make these IRL aswel as in the…
You may need to adjust your monitor's default contrast levels, I used to have the same problem (it looking fine on my screen, but washed out on others). Some crits; I have to echo the poly distribution comments that were first brought up...as well as the concern over the texture style. What other types of games has the…
Some places feel lumpy, like the armor. I think they could use the whole "make separate subtool and refine that armor piece by itself" for all the armor pieces and perhaps even clothing. I'm not sure if the matcap is helping, do you have anything closer to a flat lambert, or clay like?
I for one like the armor. If it looked like the other space armor you see in games I wouldn't find it nearly as interesting. Reminds me of Hulk Hogans armor from suburban commando, or Kryten from Red Dwarf. I wouldn't call it well designed, but certainly a talking point.
Another question: I parented all the armor components to the base skeleton, then soft-bind the body to the skeleton. Is there a way to make rigid components remain rigid on a mesh bind? Like, have the armor bind along with the body to the skeleton, but keep the armor rigid?