Make the AO darker, but also less dense. Don't go overboard on AO, I feel like subtlety is key in these situations! As for your model, I'll provide a few crits :) - Very clean. No shadows. No variation in colour of the cloth. Look at your reference. The jeans and singlet are both a bit dirty, so there's a mix of colours to…
Thanks fatihG_ and Zalek4 for your help!! I was using the envelope (the cage) in Maya
all along, and when I changed the settings of the size of the envelope, I
noticed that where all the torus/cylinders shapes meet with the base-cylinder,
the edges of the envelope were overlapping each other; I didn’t…
I'm not trying to make a tutorial here but i'll show you why each is important. 3d renderers work with HDR RGB. Meaning they do calculate a wider gamut than Adobe RGB can manage, but regardless they do all their math based on channel calculations, so no it isn't a programming shortcut. Now for why the shading algorithm is…
I've seen neutral mentioned a few times. What exactly do you mean? I tried taking a bit of the smile out of the expression but I'm not sure where to take it now. (Mouth is straighter then in above shot now, but just the centre line between the lips). I also get the feeling the eyes are off somehow but I just can't figure…
Hey man I was checking your work again, and I have noticed a few features of the concept that composition wise would really boost your scene... So this is the concept: Here is a quick paintover: And your most up to date: Ignoring the obvious color issues with my shot, I pretty much used levels fast and extensively... But…
Hi Patrrickafaca, welcome to the forums :) The concept for these paintings are interesting and I think they could be executed really well - there's some promising elements here and there so I'd suggest looking at the lighting and values to improve upon it. For example in the first piece there's a fantastic opportunity for…
Kind of. We had a few moodboards and scribbles - mostly for the environment guys - in the wiki. In my tickets for the artists I included a link to one or more reference images (located in a special folder in our VCS) of the existing toys if possible, otherwise I'd quickly scribbled what I had in mind and let the artists…
I like the sculpt overall - the hard-surface parts like the armor work really well and from what I can see, the basic anatomy is there. However, the forearms and hands seem kind of scrawny compared to the larger biceps. The beard looks way too stringy right now, like a mass of individual strands rather than more discrete…
Cześć ;) good start! i see some WoW influence style-wise on the props, which is cool. just the characters could go a bit stronger into this direction too. at the moment the textures are very clean and soft. what i experienced in making bird eye view characters - feet and hands are very important for a good readability.…
Looks cool, here is my critiques sorry if they seem knitpickish(yeah I made that word up). Horse: a) Rear feet are a bit hyper-extended for a normal standing posture. b) Realistically the armor on the front legs would really hinder his ability to even walk. c) Neck needs more definition, Rider a) Spikes need something…