Eye is way better now but I have a hard time defining if your beast is organic or metalic. It might also come frome the render, we don't really see much, too much darkness and I think the textures are kinda confusing right now.
i don't think it's too dark, it's more about the fact that lights don't put enough emphasis on important areas. moon seems pretty bright here so it would probably look cooler if moonlight created more defined spots of light and clearer shadows.
real nice textures! the one with screws and stuff looks great! i like the different characters aswell. solid style. in the last pic, the lack of shoulders bothers me. i think it would look better to define that area with muscles and such. like the face though, and the colours.
Utterly despicable - I've got no time for parasites like that. As you say - the legal cost won't even be covered by the payout that you'll receive. Reason why I'd definately think twice before using an outsourcing group, and i'd rather use a freelancer where possible.
this is where it gets complicated, who defines whats history and unique? i totally agree but see no huge difference in the destruction of the Bastille in Paris or the Palace of the Republic in Berlin, time goes on and with it go historic buildings, thats just the way it is nice work on the longhouse btw :D
I tried making some of the designs on Death Prophet's dress more visible/simple but I am not good at drawing dragons apparently haha. I just tried to make things more defined I guess. (I also updated the original post with this image).
You're work is coming along for sure. One thing I feel you should do though is have more defined characters. If you are looking into concept art, the concepts need to be clear so that the details of the subject matter is clear and can be portrayed in a game. Keep at it! :)
For 3dsmax it definately is the best shader you can get, it has every feature needed and looks awesome. It´s just like marmoset, your stuff just looks better with it. I don´t know a good alternative to replace your shader in regards to 3dsmax,
what is it that defines him as a muey thai fighter, other than the pose? being stylised, i would have gone for maybe... longer legs, shorter torso, stronger calf muscles etc. right now he just looks like a regular kick-boxer.
Hey Particle. This is pretty good for an early piece of work. I agree with Spoon regarding the functionality of certain aspects. Also I would look into creating a specular map too as this can really help define the materials you are trying to create. Keep it up! Ed