A quick crit from me is you need to push your darks and lights further. Right now everything is floating very close to your 50% mid tones. Choose a light source and paint in some drop shadows along the handle.
You need a lot of texture resolution for tattoos, perhaps they didn't have it. 2nd UV channels are a solution to this, you can then 'float' a high res tattoo over the area you need it to be without needing a massive texture that covers the rest of the surface.
cool gameartisans comp entry :) his nose looks a little bit like its floating on top of his face, I think the nostrils need to be connected a little more with the skin under the nose if you know what I mean.
I agree with the graffiti comments. It was the first thing i noticed and thought was out of place. The floating gun in the window is a bit odd too. I see what you were trying to do there, but it just lookes like a magic trick to me.
Gnarly. I don't have anything to add, really, other than that I actually thought this was 2D for a moment when scrolling down, due to the mentioned flat lighting and the rather strong and homogenous looking noise overlay.
Probably what people have told you before, you need to focus on composition and the fundamentals. For example, your Zhou Yu piece is very flat and static. The pose isn't dynamic, it almost looks like a simple t-pose. You muddied the thumbnails for your Paprika works by introducing a noisy background. You tried to fix it by…
here's a fixed copy of your scene file. There's a few probably harmless preference errors related to Arnold, but the problem with "-nan(ind)" is pretty nasty. NaN is short for Not a Number, which means something bugged out and maya is trying to store a number that's vastly out of range, probably Infinity in these cases.…
you mean the purple spec on the weapon light? Well, it´s purple because the elox material on my x200 actually IS purple. here´s some pics of actual x200´s. On the last photo, my own realsteel surefire´s finish looks like the second from rights light head. you can see the purple quite well. Well what parts do you feel look…
Yes, it is, what I'm saying is that if the low poly mesh that you are using for baking normals is not the same that you are using in engine, you may have problems. In the case you have shown you don't get any noticeable problem because most of those extra loops belonged to flat planes, so the normals of a flat plane made…
@Lucas Annunziata Thank-you! Think I'm there with the high poly. I'm going to see if I can get away with the floating orbs just being duplicates of the main eye because that'll be more economical with my time. Tomorrow retopo, unwrap and start the texture