Separate subtools for separate items. Gonna harp on that. Also, that microdetail on the rock doesn't really sell the rock-surface as rock. It's soft-looking-- Try something like the TrimDynamic brush. I swear by it + the orbs crack brush for both wood and rocks of the more stylised persuasion. You should get something more…
No anatomy not working literally means that anatomy wise, it's not feeling cogent, even if it is stylzed. With this sculpt, though, I think it's mostly textural work. Either define the materials, or switch up the local colors. Right now, not much is making it stand out or look clean.
Hi s_babb! Your problem isn't simply related to viewport filters. I think you need to take a good look at your 3d work and be as critique about it as you would be for your 2d work. In 2d, you seem to care about design principles such as straight against curve. You also seem to care about line quality, and so on. This is…
Cool, thanks! That helps. I'll work on tighter definition and better fidelity in my work. I quite comics and 2D illustration work because the hours to payment ratio is horrendously bad. I did a number of projects over the years and signed lots of contracts with various publishers. Sometimes I got paid, many times I didn't.…
Where's the concept you were working from? I will readily admit, the cleanliness and definition of material and balanced fidelity of many areas of the character model do not reflect your more awesome handle on comic art and inking. There's a lot of fundamental issues going on, but I won't be able to say anything concrete…