k this is definately a good idea by the polycount boards i'd gone into 'hiding' of sorts due to my over-critical self not letting me be confident enough to show anything, though i have been arting... sort of. and learning C++ [rant rant rant bla bla bla] anyway: art! so far, i'm just still trying to get back into the…
It looks decent all in all One thing I can immediately spot is that you do not really paint ambient occlusion at important spots, (like where your characters meet the ground and other details) Its technically no shadow, its light that is missing rays because the place is hard to reach, so they appear darker. Look that up…
Heya man, this is a really interesting project you've got here! I'm definitely a fan of the original concept & rework done by @kohyunu so I'm looking forward to seeing how you fully translate her when finished. I think you could probably use some help in getting to the finish line so strap in - this is gonna be a longer…
The textures are getting very muddy because there's a lot of reliance on tone over color to define value. The father has parts that actually go to black for example. A lot of his shirt seems to have green as a base value and then darker greens for shadows. This is kinda exacerbated by the energetic brushing, which is also…
You could maybe define some shapes beyond just primitives. For example, the hips just seems to be elongated spheres on the heavy. Another advice is symmetry is boring; especially when it comes to mechanical structure. Try making each side different. It could just be different size gun or even unbalanced armour coverage.…
You are definately improving, the only thing that you can do is just keep on practising and practising. If I were you I'd hold off on colour work until you are comfortable drawing/painting with values first. Nail the values and then colour comes later. Also I see that you are constantly using a full value range in your…
the eyes on the head are way too large. also some parts on your body are way too defined, while others that should be defined show no definition. i suggest you take a look at human fat deposit locations. for example the the line between the gluteus and the external oblique (where they attach to the ilium) is almost never…
I think you may have misunderstood what your programmers told you. Gloss/roughness maps do define the microsurface of the material, this is correct, they even theoretically do a similar job to the normal map in that they define qualities of the surface. However, they do not need to be "processed" or even packed with the…
I think you need to slow down a bit and figure out what the form is before you define so much of it. Right now, your face and horns are on different perspectives. To fix that, you need to figure out the underlying structure before you get to defining the form. Knowing the structure will also allow you to place the horns…
Looking good overall what version of Yoda are referencing for this model? That'll impact on how people will give you critiques. Puppet or prequal CG? Couple things to look at: His temples are defined as seemingly a totally seperate mass on the face where as in the films its a much more subtle transition. Also like Optimus…