At 1080p characters don't look much better after 40k tris. Instead of pushing for a higher polycount, engines are pushing for more accurate shader and lighting models, higher resolution textures, better reflections, effects, etc.
it looks accurate enough to the concept, colour wise. but my personal preference would be to really push the materials a bit more. play around with your gloss map, and really push the gold in the specular. just me though =]
torso is too thick and pudgy. turn on sof selection and push the lower back in a fair bit. if you do that it'll fix it like 200% oh. no soft selection in maya. well, push the lower back in somehow.
I dig the sculpt so far but i think you can push his proportions...smaller head, big hands. Basically just push the stylization...seriously nice so far though!
You can try the pushing points tool kit (by William Vaughan) when you lose symmetry http://pushingpoints.com/v2/pushing-points-toolkit-for-modo/ Very handy tool kit :poly121:
Not a lighting artist, but you could push the contrast in the scene, you have a good scene going on, but push it further with lighting and contrast = ) shitty overpaint under. https://gamesandimpactinnovationlab.files.wordpress.com/2013/09/lastofus2.jpg
I just started this WIP rock. Looking for some feedback to push it a little further. I think I have a good base going, needs more color. I'm always afraid of pushing too much details.
Yup good start if you can push the metal a little more that would be good and try and et some variation with the wood. Also try and push those highlghts on the wood i think it would look really good
Thanks for your helpful critique! I'll try and push this further and tidy up the poly count a bit :) Been feeling like a brick wall with my work so getting involved here is just the push I need!