It's coming along really well , sculpt looks really clean. The thing that is very off though are the proportions , especially when an "ogre" has the waist the width of the foot and the biceps are a third in width of the forearms. I know you are going for "stylized" proportions but at the same time it is sort of lacking…
I think you could bring the jaw up more and round it out just a bit, looking at both the front reference pictures. Maybe bring out the brow a bit too. Just to get the "S" of the nose - brow - forehead. The body is really awesome though. Loving that! Just my 2 cents. Cheers!
Modeling is looking good. I wrote down some crits, a lot of it is just my own sense of aesthetics so you might disagree, and if you're going for a more cartoony proportion overall you could probably ignore all this. Just two cents on stuff you could maybe do to increase the RealFeel
I went to AIP..back in the stone ages..been out of school for 15 years and still paying for it...was it worth it: No. You can put together a kick ass portfolio and learn everything you need to know without putting yourself in debt... just my 2 cents..there is a forum full of differing opinions on the subject
I'd recommend doing some sketches before getting into serious sculpting. Take a screenshot of your base mesh, bring it into photoshop, and just draw on top of it. Start with silhouette and look for interesting shapes that can set your character apart and supports his backstory/the mood you're going for. That's my 2 cents.…
To echo what people are saying, be confident and casual. No-one wants to hire someone who appears to be sterile and dull! At least that's the case in this industry anyway, we're not a bunch of accountants. THANK DOG! Also, be enthusiastic about the company and their products but don't push it so far as to be seen in the…
The services tab could use a bit of formatting, I was having trouble reading it. Also, when I clicked on your blog I was a little surprised it didn't open in a new window and completely took me away from your main site. Could change that maybe. My 2 cents, hope it helps.
Love the idea. I would cut a few of the "bounces" while the rocks are floating. Keep the last "down" before they shoot up. When they come back on screen towards the enemy sphere, try to ramp up the velocity between the time they appear above and when they hit the ground. Just my amateur two cents.
my 2 cents:- You should go in and really work out those seams man.Remember, being low poly doesnt mean that you shouldnt give 150% seam-wise. If you have zbrush or bodypaint, itll only take a couple of mins :) btw i replied about your query on DA :)
She looks pretty good! I'm not a fan of how the japanese text gets flipped on the gun handle. is that cuz of mirroring? I would give the other side proper UV space and either put the same text but oriented correctly or something else. Feels a bit lazy to leave it as is. Just my ten cents...