If you want to push to "current gen" you need to step up the realism a lot, especially in textures and materials. There are also a lot of baking errors (Hub creature), UV stretches (top of door on Nostromo) and uneven geometry density. You should invest more time in a polish pass and making sure the bakes turn perfect.…
I mean the mesh itself. Take a look at the warcraft buildings, there are no straight lines. Example: Maybe widen the first tube of the teleskop and change the angle of the second and third by a small amount. I would also saturate the texture more, especially the stone texture (take a look at the base of the building here).…
Also counter productive. Doing such can burn one out more, because one gets in a strict mindset that one MUST do this. They inevitable push themselves too hard. In other words, ADHD specifically Autism spectrum. "Pushing" yourself to such extremes is part of the syndrome. Black and white. Fail or success. No greys or…
So, I haven't really been here much, but I wanted to say that you guys are doing awesome. Some quick notes. stevston89 - I think the beard could use some different colors in it. Some variation in the hair color could really push it as right now it just seems like a block. Look at some of the character art from "The Last of…
Hey, looking good. I would suggest defining a consistent light source. The sword looks mostly top-lit but the axe doesn't seem to have one. I think it might also be beneficial to push the contrast on the shading, to help the textures not look as flat. I would also add more shades of color, like maybe adding some cool…
I feel great about my job and my craft, see my pieces of art in the middle of a full blown game is incredibley rewarding. I also really enjoy the people I work with, and have a much better sense of comrarderie with them than any other job I have worked at. I love also that I am working on improving my artwork every day,…
modeling is good, the wood looks decent, but the metal is not reading very well. remove the surface detail from the metals normalmap and olny use the normal map for edges and things like the ridges. for good metal you really got to push the specular map, really push your edge damage and scratches in the specular map, and…
I really like where this is going - and LAMO at the kitten photo Zephir I agree that she doesn't look really all that evil, so much as just angry. I think if you sharpen the cheek bones by pushing the cheeks in under them, it could help some... Also, perhaps push the outside corners of the eyes up a little bit. I don't…
I really would encourage you to take another pass at that characters shape. The concept you posted has SO fucking much character. It's rad. If you could push the shapes and make him a bit more interesting that'd be great. Your current model look mediocre, but its basically just looking like some idealized anatomry model…
Look at a lot of reference images from every angle Usually when I see people trying to sculpt eyes onto a mesh which does not have any detail in that area (or from a box/sphere, it's the same) - the most common mistake I've seen is just not to push the inner corners of each eye deeper. People seem reluctant to deviate…