way to much to go over here in a post. a few things off the top of my head... number one thing is nailing photo real human anatomy. you need to show a really nice head with tight detail and correctly proportioned and muscled anatomy that looks natural etc. big dudes with crazy muscles and tons of armor and other over the…
Hey man, hope I can be of help pointing out a few things. I'm going to be hyper critical, but I imagine that is what you are looking for since you plan on submitting this to companies to try to get hired. Broken Shit: (I am using the latest Mozilla Firefox) -When I click your Design Test .pdf link, nothing happens. -When I…
I like the materials and your color choices. I also prefer the docks, it looks like a fun place to wander into, but I do like the atmosphere of the new version because the cabin no longer looks like a lonely prop dropped into the middle of a blank map. Though creating a wider background to place that area into might have…
This is a great start! This could use a little personality, you can tell a little story with something as simple as a bouncing ball, and thus engage your viewers (and yourself!). Think of the simplicity of the Pixar logo animation with the light jumping on the ball, the shapes and scene are as simple as it gets, and yet it…
Hi, I’m currently working on this environment scene. I’m trying to improve realism, especially: - material - lighting - storytelling Any feedback would be really appreciated!
Better in some areas, but I think you need to keep practicing and dig into the reference. Look at other hand painted games, look at the actual objects you're looking to recreate, even if you're going for stylized it still needs to be grounded on the real object and there is a wealth of knowledge about the object(s)…
...you can see the shape and proportion issues, right? One thing that may have happened is that when you were laying out your references, you didn't make sure they maintained the proper dimensions. When I was working on IL-2 and Flight Sim, we would actually lay down markers for lengths along the datums, gear roots,…
I intend to add decorative meshes and decals to make it look less blocky and to break the tiling, I can see too that its an issue right now. Also i intend to play with the lightning of the scene, while in Quake there was some sort of uniform lightning used i want to light it up with spotlights pretty much like an arena…
Yeah, I haven't really started working on the plants. i just 'color blocked' them. ( threw a color on it so that it's anything but gray while working). So i'll get on that. As for the planks. you know your right. they don't belong. they are leftovers from a previous idea. I just never noticed/overlooked them so I'll…
still very dull and flat which is a shame as the models and textures dont look bad, check this out http://boards.polycount.net/showthread.php?t=68046 it has shine coming off the water a bit of shine coming off some of the rocks etc, really the atmosphere is dull right now even if its a night scene or cloudy you can still…