@Ewan Nice to learn what scale you extracted from the concept :+1: I think it's a bit of a balancing act between capturing the feel of the concept and having a good play space. I suppose if one wanted to keep the concepts feel of verticality, the pillars could be made taller so the room proportions are preserved. Here is…
Nothing bad on the modeling front, that all looks very solid. Design-wise, though, it's much more lacking. The first thing that strikes me is how awkwardly your main shapes and materials are arranged. It looks more like a kitbashed monstrosity than a coherent design product. Shape-wise, the gun is spread into what feels…
I think your scene has a lot of potential and it can be pushed a whole lot further. Here's is a quick and messy paintover with a few suggestions. - Colour variation in your scene. Everything is a dull grey. - Blood pool is way too big and doesn't make sense, where is the body? There are no drag marks. - Scale is off, the…
Well done, the level of improvement cannot be understated. This is a boss character, absolutely. Just a few things from here: -in further drawings, be sure to indicate scale. a little silhouette of a man (scaramouche, scaramouche) or other such object or character that we all know the size of will really help sell the fact…
@perna, thank you for your reply. Actually, you seem to be correct in the case when "Explode by Elements" is not selected. This cuts the cube into smaller cubes and applies the cutter material to the new polygons. However, this also leaves all of the new cubes as one attached mesh and the only way I can think of to detach…
What I'm trying to get at is that you don't necessarily need to speak about the concept of Proportions in terms of absolute meteres or inches. The answer, and you'll see this with the reference you posted, is "the top of the ear lines up with the center of the eye." There's a literal grey line that runs across the page.…
i'm no mean concept artist so there may be way better ways of doing this...and this may sound a bit basic and obvious... but the three R's.... reference reference reference ALOT of a scenes colour will come from the lighting too, getting this to work with the diffuse (concept i know but same errr concept) and choosing both…
Jonas: Thanks a lot for the feedback! I definitely agree with you about the wood - I'll try and really push that warped effect with the wood elements! I keep having to remind myself to really push the quirky, fantasy elements of the piece :) Owl: Wow I really appreciate your incredibly thorough feedback, this is exactly…
dejawolf: i like the idea of being able to group UV chunks for mirroring/layering stuff especially when dealing with UVs for baking where you sometimes end up with stacked elements outside the 0-1 range ... being able to transform a selection inside the 0-1 range and have it correctly update the matching element outside…
This is my first major step towards creating an original game and atmosphere I can truly call my own. THE BIORIFT is a concept I’ve been nurturing for over five years, and now it’s finally taking shape. We’re a small team, but we have everything it takes to make something truly cool. https://thebiorift.com/…