Are you setting up any image planes in Maya? The eye/mouth proportions look alright, but it's difficult to compare your renders with the reference. I did a paintover for you to illustrate how the nose should look (You want to maintain the profile, but the nose lacks sideways dimenstion, some suggestion of nostrils, etc.)…
It needs more color unification. There's like 10 different colors for everything. Try making all the hud stuff / glowy bits all one color, and then light the room with them. The texturing on certain elements also looks extremely low-res. I noticed that on the door in the back, you have a really low-res painted in highlight…
wow. that was pretty much the best feedback you could have gotten and you took it completely wrong. when making things from nature, never use your mind, what you think something looks like and what it actually looks like is never the same. if you want to learn to make realistic rocks, pick a reference and find out the ways…
Cool, looking good. A couple of notes: The screen left hand feels too linear as it plants on the arm rest at roughly f16. A bot of jitter at f11 for screen right hand. The feet moving at the start feels awkward. I get what you're going for, but I don't know if it feels natural. I feel like the screen left foot could start…
Design-wise: I really hate the Metro look of the site (I don't know anyone who likes the Metro stylings of Win8 so replicating that is only going to turn folk off instantly). Too many colours and shapes make navigation difficult - there's no obvious hierarchy or focus to the site. Bio button and header are waaay too big…
Nice crit, Adam... WinglessXAngel: I'd say you need to work on lighting - there's no obvious evident direction of a light source in this image. As a result, all the cloth folds are just looking messy and not very well thought out. I think you seem to be lighting the folds of cloth under the chin wrongly - you've got…
Hi there, I think that compering UE4 vs Toolbag is wrong. They are two different softwares, serving totally different purposes. Toolbag helps you put together a comprehensive presentation in a real time renderer, fast and easy whereas UE4 is a sophisticated 3D game engine. If you want to demonstrate your UE4 technical…
I gather you've an interest in class A surfacing (...borrrowing a CAD term) for automotive content?...that tend to rely heavily on reflective materials in order too convey their implicit individual design elements via volume and structure, or in other words primarily a set of unique characteristics which would typically be…
You've seemed to ignore key critiques, especially the one above which makes or breaks the attempts to re-create this style. Having said that since you probably will not be redoing work, and fixing what is being mentioned in this thread & which is a part of working for the industry which is reworking everything (maybe even…
[ QUOTE ] a product on sale should work properly. I am surprised there have not been more legal actions against game companies [/ QUOTE ] I'd be far more willing to apply this to other products than games. Often in games, bugs are unfortunate coming together of certain events that QA haven't come across or been able to…