Original is too flat, makes eyes work too hard to read it: Contrast and some level adjustments to make more readable: High contrast elements all over the image. Dark trees here and there popping against terrain and sky that are too similar in tone. IIRC this video covers how you can use values to give sense of depth in…
If you are really set on becoming 3D generalist, just a heads up, it's going to be a long hard road. Right now your reel has a 'Jack of all trades master of none' kind of feel to it. Most of us pick one or maybe two specialties, and devote ourselves to it. There is a saying that it takes 10,000 hours of practice to become…
Well I must say the colors make it look very "pretty" to the eye. The specular has a nice color to is as well. But it still feels like one giant photo to me. Using photos can creates some issues if you aren't looking out for them. First being resolution. It might be your overall texture resolution but atm your textures are…
The entire alien Covenant spaceship had barely any hand painted things on it. I setuped the mari archive allowing texturing it without any brush strokes. The only ones we did was to apply all the stickers and some specific dirt / stains on certain modules at the end of production. Most of the movie it's bare mari…
Hey there fella, I'm hoping this doesn't seem harsh it's not meant to be. Couple things stick out at me with this scene. When I picture a plane crash, I don't imagine the wings just kinda falling off the plane right next to where they were connected. It's true that there's A LOT of wood there, definitely looks like it fell…
You should try making the edge where the house meets the grass less clean and add a stronger ambient occlusion pass to the whole thing to bring out the detail in your model. Buildings, especially non-urban ones like this one, normally have dirt/grass pushed up against the foundation and that breaks up the area into less of…
Hi, All of these look very consistent in style and fidelity. I would up the quality on the marmoset viewer exports as they look very mippy right now so they don't do your work justice. All in all very good work. I love your renders, nice and crisp with great lighting and contrast. Many of these crits will be nitpicky but…
Hey there! I can definitely give some feedback, I hope it'll help you out! So the first thing that stands out to me when I visit your portfolio is... I have no idea what you are marketing yourself as. Do you want to be a character artist? A prop artist? An animator? It's a tad confusing as it stands. You have written that…
Ah its funny, i've been working on the GP building from Armadillo and thinking of posting my RDR work for crits also. Just came across this and surprised you've got no comments. Have you gotten any further since you posted this? Good to see you've got quite far but still looks very WIP. I've got several ideas which I think…
The giant bolders are too smooth and blobby. They look fine in the distance, but up close you notice the simplicity and lack of detail in them. Your AO is punched up way to much. Im noticing this a lot more with peoples work. Tone it down. Let the lighting and environment help you out. Dont let it be your fall back for…