Flat color with some large variation + AO = TF2 Deliberate visible brush strokes with hard edge brushes = also TF2 Impressionistic realism (read: not cartoon) = also TF2 - The brushes used look to be 100% opacity with next to no fuzzy edges. With the exception of certain stains & worn paint. - Notice the inconsistencies in…
I agree wholeheartedly. The faces look rather plain and how shall i say like a "3d" character and not a unique, genuine character like appeal. Give the faces some defining attributes and i think it'd make your pieces all the better. Just google a random name or something and give your character's that person's face. Also,…
Nice work on the high poly! You may want to revisit the scale of your medium and high frequency details in your textures as they feel a bit too large at the moment and hurt the sense of scale on the model. Take a close look at your reference photos and try to identify the small patterns and shapes that help define the…
Programming isnt as hard as you guys think it is. All the languages are fundamentally the same. They do have obfuscated terms which confuses people though(its likey had to make things sound complicated to make themselves look clever). I think its easier than art, because if you define the problem well enough, and plan…
bernard is somewhat work in progress there if u look at the hands they are just some faces for the thumb and finger itself... the tentacle thing im not exactly happy with. i might define some "inside" mouth like the muppetshow mouths for the human characters. could givee them chance for expressions. okay so im looking…
@Swizzle: Thanks man I appreciate it especially coming from you :) @Samgriffiths: I use this tutorial to get my renders check it out its really awesome : http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm @Kaburan/Luke/aajohny: Thanks guys! @Paulsvoboda: I agree with the boxiness of the front but im…
This seems pretty cool. The vagueness of the original concept contains a lot of potential. I'd spend a little more time concepting (in 2d or 3d) the anatomy and asking yourself whether the character is human or animal. It feels like you're settling into human anatomy choices which no rhyme or reason as to how they blend…
Throw down a few indivudual larger signs of wear/damage. For instance some large marks of wear from the bolt handle. Some wear that's larger than your atm overall wear will make your rifle appear more rifle size and not that oversized, thus more "real life" I'd also suggest upping the spec and lowering the texture of…
This is true, but at the same time 90% of game art is background stuff - building trims and piles of rubbish and random shit that nobody is paying attention to, so it's not worth spending the time/effort/texture memory on well defining the specifics of a well-handled leather bookcover when there are 900 books on the…
Actually perfect topology is more important on cars than just about any other kind of model. Because the object is both reflective and very precise even the smallest pinches and bumps will stand out. Good sub-d car modeling is about building a really tight and clean cage. You should define every curve and edge in full and…