Your red hood character is pretty good overall, hard to judge anatomy since his face is covered, but on the other two pieces on artstastion you gave them really big heads compared to their bodies, and the cloth isn't anywhere as believable as this last one. You are making really good progress with this last piece. I would…
You have a twisted take on things. This isn't like going to TPB and downloading a cracked piece of software, this is directly from the rights holder. What they say and what they do are two different things. As far as the law is concerned, nothing illegal is going on here. Adobe is making it available, as per their right.…
I like it a lot , but you have space to get it better. First red - those should og diffrently not just straight down. They should fit flow of helmet much more than that, it's too generic drip. Cyan - you didn't used it on texture on roughness / metallness i think that you should right now it's look more like - I don't know…
I spent the past 4 years not using it, as I was doing sci-fi hard surface guns and robots for a third person shooter without the ridiculous level of stylized damage that Gears of War has. I would rarely use it for specific objects but in general most of the stuff I was making was metal, plastic, etc. Now I'm doing more…
Your trees look a bit too saturated and are a cooler tone compared to the reference but that is an easy fix. While there are a bunch of little things you need to do before finishing this, I would suggest first working on the rock meshes/textures. Right now you have those blobby blockout meshes, but even a version of them…
CybranM is right. You should post some pictures here if you want people to see them at least (not a lot of people would lose their time to click in your artstation link). On the other hand, I have seen your pictures and it looks fine. However, you should work a bit more on those textures: they look flat and boring. As base…
So the original way I attempted to fix this was with ZModeler; using the "Bridge 2 Polygons" setting. This worked for the chest with somewhat alright results. This didn't work well for the hand-cloth bit at all. And for the underwear bits there were lots of overlaps that I couldn't figure out how to solve at the time. I…
If you go freemium there is one thing to always keep on mind; selling content in packages (see DDO) is good as long as you give cheaper alternative or free choices even to the user (again, see DDO on how they implemented this). Allowing the user to buy powers, which will affect the 'game' world, but the user base towards…
Cool feedback from Shepeiro! I definitely agree about trying to get lighting in as you work (especially if you are not using a Physically Based Rendering Model) Like Shepeiro mentioned I would echo that some of the diffuse work could benefit from a bit more time. Thinking about how the various assets would have been built.…
Why is there a single coke can sitting on the log :) ? If feels so out of place. - the ground texture feels very zoomed-in/noisy, maybe add another texture and blend the 2 together for a more of a variety - the shadows in the log texture is very black/harsh - the ground texture should not be showing in the fire pit (if it…