I know i'm probably sounding like a fanboy right now, but really - your concepts are just WOW. The only thing I can really pick apart is your execution, which is pretty darn solid. But I think it'd be cool to see other kinds of drawing that you can do too, different styles like realism, or some of your completed images…
Looks pretty good so far, but to me the wrinkles on the face don't seem deep enough. They come off as scratches... Texture will probably help that a lot in the end, but I think it can be pushed a little more. And since it seems like you're going for a stylized realism. I would like to see the anatomy of her torso stretch…
I'm planning on replying to everybody in a bit, especially JordanW with his excellent crit, but just wanted to attach these textures first for people who were asking initially. Also, for any emails I haven't answered I'll be responding shortly. Disclaimer: color spec map is a bit exaggerated regarding its metallic…
Hi, Cheers For the crit! I went back to subdivision 1 yesterday and reformed alot of my face, and lining it up to match a bald yet muscular man from 3DSK to ensure my Proportions are ok. Took a while but I got there :) lowered the ears, enlarged the eye socket, widened the head in general, but flattened the shape as it was…
there are three systems you're using in UDK. lighting, textures/shaders, and post processing. So it's more complicated than painting. For realism you would normally texture your scene fairly neutrally and then use the lights to control tone. To learn how to light a scene you should look into cinematic lighting techniques.…
Not sure I can agree there. Global Illumination is getting more and more common in the newer engines. Take Beast(the lighting engine Mirror's Edge used) and UDK(the light engine name escapes me at the moment), they both do a baked GI pass that ups the realism on every static object in the level, and before that level…
Im lazy and dont want to retype what I just wrote in that thread so I will quote it here :) The topic started out about what environment artists and level designers do. At Naughty Dog we have a split, with 1 modeling artist and 1 texture artist for a level. Also our texture artists hand paint textures in zbrush over…
This looks and sounds awesome and I really look forward to seeing these concepts in 3d by you cats. If you are open to suggestions, here's a tiny one: Drop the packs down to the waist. You don't want your shoulders bearing delayed-effect weight to distribute if you're running. Plus it aesthetically could add a mobile or…
looks like you hit the silhouette of your forms pretty solid, but once you start drawing inside the shape you lose sight of the forms that make it up. most of these are lacking a lot of form and anatomy. i would take a step back and maybe do some hogarth studies. he has a lot of emphasis on exadurating the form of the…
Not sure why you are rendering several passes for this? You could easily render one pass with all the information required and as a result would look alot more realistic. < mutiplying ao is killing the realism. The floor material is too blurry for an upclose shot like that plus it would look better as stone. Anyway there…