Hey Man, This is great!Just needs some Scottish folk music in the background. Bags of personality. Just a couple of things for me: Personally I think the toe overlap is too much. It's making it feel a little like hes easing into each step impact. I think you could stand to exaggerate the spacing a little on the step…
Looking good. I think you should add more geo on the stonework though. Break up those sharp angles. I reckon since it's a portfolio piece and such an important landmark you could get away with using unique geometry and textures. Make 1 high poly arc and bake it down. The way you're doing it now is kind of old old gen.…
I really like the natural non-idealized look of her, but two things stand out. Her teeth are really big which makes her look very uncanny when she opens her mouth. Oh, and no tongue is weird too. And secondly her eyes are very glossy, it makes them look unnatural. You should at least be careful with letting the reflections…
To your first question: There is no easy way to make the tiling less noticeable with the Quixel textures, you can either edit those textures significantly or make your own that tile with less artifacts. The Quixel preset materials are meant to be examples of calibrated PBR materials rather than ready to use tiling…
Well, I don't use ZBrush atm, but I guess it's kinda the same with MudBox.. You need to flatten and Scrape the Edges more, you could also use some kinda pinch tool to make them even sharper. If you've set up the correct shape with sharp edges you can make them look used and add some scratches.. For now your Corners/Edges…
I would call that done, I see it as a well-done cartoony and bouncy jog cycle. Something to keep in mind for the future: the arm/hand motion is very big compared to the speed the character is moving at. Maybe a sprinters hands would move in big arcs like that. In a realistic jog at that speed the hand/fist would never go…
@dondrapichrust Really cool and very dynamic. Although, I'm not a fan of the slow motion mixed in (cuts the flow) and the turn around camera. @ConnorSwartwood Hmm ..your stuff feels very stiff at times and the poses are weird. None of it seems natural to me. You should look at more references to get your motion a more…
So I did another liquify paintover of the front view. I tweaked a bunch of stuff subtly that I think makes it a bit more realistic. Mine is on the right. Your likeness is pretty good but it feels exaggerated a little, slightly caricature if that makes sense. I softened a lot of the eye creases as well as they look really…
hi beguiler, I'm also a student myself and new to polycount so my comments are probably weak, but I'll throw them in anyway. The eyeball veins need to have a falloff, it looks like you used a single brush that doesn't change diameter and it suddenly just decided to stop. You could also use a specular map, everything looks…
Thanks for the reply! I do agree; I was really excited to realise those initial concepts; I do definitely plan on revisiting it. But that said it was still really fun to work on a large-scale, entirely organic creature too, I definitely have much to learn still before taking on my concept pieces (especially with topology,…