I think the perspective is off a bit on the arm. It looks to me like the arm should be moved up slightly so it looks as if it would be attached at the shoulder. Right now, it looks to me like her arm is dislocated. Her hand might also be a bit too tiny. Have you tried looking at reference? Sometimes I find it helpful to…
Thanks Stink. I'm already feeling way better about where this piece is going since I started this thread! Awesome suggestions, I think more bounce light would really help define the shadowed side of her. Adding more color interest around the sword and that arm are also good ideas. I'm a bit hesitant to go too heavy handed…
You should have spent some more time getting feedback on tthe concept before committing to 3D. It's a possibly interesting idea, but you really need to finesse the silhouette to make it memorable. I'm hoping you made more than one silhouette thumbnail for this, but if you didn't, you should have sat down to do 50+ and…
Sketch Over The light blue lines are cuts you might want to make for tiling texture reasons - the one along the top for the "awning" texture, the one near the front for the rivets that are visible in the concept. Some things not in that image you might want to consider too: The roof in the concept appears to have a lip…
looking good! One minor thing, my eye gets drawn to the left of the image right away where the lighting is pretty even (by the rock). Maybe throwing some shade from the trees (like in the right foreground and on the right storage container) would help frame the shot up a bit and break up the even lighting. Keep going!
This looks great! But that lighting is not doing you any favors. You've got a night sky, with a bright orange directional and red under lighting? It looks very strange. Please get rid of that red.. I'd try a more natural lighting setup, I think it will improve the overall look and feel a lot. Check out some reference of…
I don't think you need to make an anisotropy matt ( i might be very wrong ) Here is a mesh in Modo, i'm achieving very similar highlights using a studio lighting rig, and just playing metal and roughness settings. Eric Chadwick said is good. You need studio lighting to achieve those sweet highlights from your original…
Looks good to me! I really like the stuff over on the left, and that door is nice too. I seem to recognise this scene, is it based off someone else's concept art, or a screenshot from a game? The main thing I'd change right now is the lighting - you have a really bright light in the background on the right, illuminating…
http://wiki.polycount.com/CategoryEnvironmentModeling?highlight=%28\bCategoryEnvironment\b%29 http://wiki.polycount.com/CategoryTexturing Those might help get you started in the right direction. My first step in workflow is planning, as I'm sure it is with many others. I'll make sure every possible problem I find is…
I'm sooooo tired of Silva's fights. They're all so boring, and exactly the same. They might as well bill it as "Anderson Silva Vs. The-next-guy-he's-gonna-beat" I like him and all, he's a MUCH better champ than that functionally-retarded Lesnar, but I just don't care about his fights anymore. And Jason, you're right you…