I love Banderlog's concepts. lots of cool stuff on there. Pretty good job here. It's feeling a little too consistent to me. I want to see some parts damaged and some parts a little less detailed on the wood. Also some color variation. I think you're missing the inner part of those wood supports on the base.
Not a huge fan of the dark gray around every corner that you have right now. Also where the brick is peeking through is too clean I think. The corners are looking good (the modeling part) but I would try to very the amount of damage that you have more and maybe add some more cracks throughout the whole wall.
Beautiful renders, really psyched on your environment! Your textures are in that hard to find sweet spot where they're neither ultra-clean, nor ridiculously over worn. The only thing that immediately pops out for improvement is the scratches on the ceiling grates - that kind of wear makes sense for a surface on the ground,…
there's a group on LinkedIn. really great if you're hunting for a job. Recently Damesha Craig (naughty dog) and Rob Watkins (splash damage) have been posting up at least once a week that they are looking to hire artists.…
Adult humans are relatively 8 heads tall, and 2 heads wide. But with old people, you got to take into account their bones are shrinking and that the loss of fat and damage from the sun causes skin to be looser. Even though I don't specialize in character art, I think you could push the design further to emphasize that's…
Did this film make anyone else's ears hurt? Like, painfully loud. Like a fucking rock concert. I'm at the point where I want to file a class action law suit against movie theaters because I am positive my hearing is being damaged by this shit. I don't want tinnitus for fucks sake.
First off you need more color variation on all the textures. They feel simply like one color (like white or brown) and I think that wood shouldn't have white edge damage. And also no pure white highlights. I really like the roof so far, but it feels pixelated. (Maybe use a higher res for the texture?)
Phew, the last couple days have been... interesting to say the least, but I got some work done. Here is the next point in the high poly of the barrel, I've gotten everything I wanted to do in max done. Next I will take it into zbrush, add some damage and details, and also make the sealant drips around the porthole and…
I redid the damage pass on the body suit. Now there's less but bigger tears. I also made a quiver for the extra harpoons. Last week was pretty intense but now I'm back to working on this mostly on weekends and evenings :) Low res models for the weapon and the Shark are almost done. I'll probably start doing some test bakes…
The edge wear is a little too uniform. If you look at the references, you can see how additional paint has worn off of raised edges and damage is less pronounced in cavities. dDo can give you similar results if you play with it, but you may want to give your most and least exposed edges additional retouching.