Nice job man. I feel like his outer extremeties need a good bit more detail. Right now they are kind of soft and lack the definition and care given to the torso. With his face, you should blend the beard and face together a bit more, as right now they are very disparate.
Definitely left me wanting to see more. I really like the first two animations on your reel, but the lip-sync felt floaty and soft compared to the others. The girl's right hand especially, it just kind of waved around slowly. Great anticipation and arced movements on all the animations though.
Yup, you will need to bevel the low poly as well. You will also need to soften those edges on the low poly to avoid normal map errors. Here's an example of what you can expect in UE3 with normal maps + beveled soft edges vs hard 90 degree angle edges.
it seems like if the leg-armor had pattern like the shoulder armor, it would make more sense. leave the center area (belt) unique also - very sharp edges on linear forms (the straight lines with hard edges) compared to the soft body rendering. it's inconsistent. suggestion: make the face brighter
Regarding the face: * Masseter muscle needs to be defined. * Bony landmarks are too soft and muddy (https://www.artistsnetwork.com/art-subjects/portrait-figure/how-to-draw-bodies-lea-colie-wight/) * Zygomatic arch needs definition. Check all your bony landmarks and make sure you're defining them. * Brow volumes are not…
Thanks for your kind words and feedback Ashervisalis,Yes the buildings are composed of a few modular pieces and tileable textures,I made the snow fall-off for some parts of the ground a softer because I wanted to add some variation to the amount of snow accumulated on the ground,Might have made the fall-off too soft though.
Lower the spec on the material you used first. Then work on your lighting to get some deeper soft shadowing. Lighting and rendering is pretty hard and time consuming, so watch good tuts to get better. The model looks pretty good though. Do a wire frame overlay so people can see the geo.
better but your reflections still look kinda soft and blurry and a bit complicated, maybe its the cubemap you are using and the power of the reflections not being strong enough, Im not sure. Personally I would go for a more standard photo studio type setup for reflections. example maybe look into how these studio setups…
While I totally understand approaching a head model in the same way as a drawing, I personally prefer to get some good, lightweight topology in place first which you can then easily adjust with soft selects etc. to fix proportions and achieve a likeness. That said, these days I usually do a dynamesh sculpt then retopo that.
Your stuff is always pretty as fuck, glad your making something out of it! color me hyped :) gotta agree with the Kurt Russell Fan Club though, the particle effects are not really matching the style, they look to soft and fluffy to me, you've always had a very crisp oldschool animated look to your FX stuff.