You should add brighter highlights on the focal point, If you don't want too much contrast, I feel adding a subtle highlight will help. For the first image you should blur the highlight on the ridge on the cliff as it is too uniformly crisp f(upclose can be crisp like that, but atmospheric perspective should blur it a bit.…
Thank you! @ Razgriz - The color pallete for the Workshop is going to be stay generally around the neutral warm tones, however, I plan on bringing in alot more props into the scene to help bring in a larger variety of some colors into the scene. Mainly I plan on bringing some green's and blues into the scene to bring some…
Thankx guys! your help is greatly apreciated, you guys are right in all you said. and ive actually been thinking about how to aproach some of those issues, the hairline will have some hair going into it, and ive started doing bluish shadowns underneath her arms, the legs i might bring the shadow a bit further down. the…
Hey! Welcome to The Polygon Vault ! This is my little space to explore retro-style 3D modeling — low poly trees, chunky textures, and that good old-school vibe from the PS1 era. I build everything from scratch in Blender, then bring it to life in Unreal Engine with a bit of that pixel-flavored aesthetic. If you're into…
To add to the good advice jose.fuentes and wirrexx have provided: It's often helpful to block out the basic shapes to dimension, add the support loops to the primary feature(s) then adjust the segment count on the secondary features to match the segment count on the primary features. Blocking out the basic shapes will also…
I think you need to take a look at some High-poly modelling tutorials from 3d-palace, eat3d and Polycount Wiki. Subdivisionmodelling.com was awesome but I think it has since died. The problem is here I think youve tried to model too much of the ship too quick, and lost focus on the forms themselves. The presentation is…
On what you have: ENIGMATIC - Lack of Lighting, just really dark and flat. - Ambient Occlusion WAY too strong. - Bold outline shader too strong as well. - Has potential to be a good scene, just doesn't have anything interesting besides the building. Needs more story behind it. Final Thoughts- Needs to have some sort of…
The overall proportions are looking pretty nice, good work so far. The face looks pretty good from the front but falls apart as it turns - and some proportions are off to begin with. I'd say the whole face could move.. down a little? In particular, the eyes. The brow ridge should be at about the same level as the top of…
Just wanted to write down my thoughts and what I’ve learn so far I don’t really feel like there’s many good tutorials on how to capture a likeness probably cause the main talent it requires is observation. At this stage I’m really trying to come up with a step by step process that doesn’t have me aimlessly sculpting, I…