I'm assuming you either change <body background="bg_gradient.jpg"> or background-color: #FFF;, easy fix. And currently I have to scroll sideways to see all the content, it would be nice if it all fit on the screen at once. I'm not much of a character artist, so I don't have much critique for the content.
I've noticed the end two colors are 100% S / 70% B yet the middle colors are 50% S / 100% B Is this intentional? Is saturation important, or is it just value and hue? If saturation is important, than what roll does it play? I understand hue is derived from the values and the values are derived from the enviromental…
mel did you play FFXIII? That game had some of the worst pacing I've ever seen for that exact reason. You would pick your moves and execute your turn only to have a long very well done cinematic playout. This was great in the beginning of the game when all the moves were new and there were a plethora of characters to learn…
What is your renderer ? Your images are really dark, especially the ground and it looks like the house is floating in space in your first renders. Even by night there should be some ambient lighting. I like the style you're going for, reminds me of this : https://www.artstation.com/artwork/yE023 However, in terms of style,…
Having released Slarks Shell Dagger a few days ago I have had some messages and comments about the transition from concept to final and how to keep things similar. I don't have the time to do a detailed rundown but I do have a bunch of saved files which chart the progression mostly well and I do use pretty much the same…
tbh, depending on what you're going for and what you're using it for, that poly density seems fine. Characters such as Lightning from FF13 have a massive difference of poly density when comparing the face to the body simple because of the close-up cutscenes. If you intend to make some animations and/or close ups of the…