"my name is godzy and I work on a thousand things at once. Check me out." The barrel is stylized and swoon worthy. Real slick. Would you keep the ribbon a straight diffuse or give it a little variation? The hair is looking solid as well. On the front highlights, should the dye go all the way through the hair? It looks at…
@Grindy : Really good start! Hope you stay around to learn even more! @Merlynn : Looks nice! The intense edge-damage makes the lid look a bit stylized - I don't know if it's intentional. If it's not, lowering the intensity would solve that pretty good, I think. @ansh0488 : Looking good, though I feel like you have a lot of…
AO is super easy to fake with paneling, especially when you're doing stuff like Layer Styles. All you need to use is stuff like Drop Shadow and Outer Glow and make sure it's set to multiply. I'm unconvinced that anything outside of Photoshop is necessary. EDIT: Also, it's easy to get those edge highlights without something…
Why hello, people of polycount. I drew this sketch yesterday: I'd like to take it to a finished concept level. After re-reading the thoughts on this thread, I set things up a little differently layer-wise than I typically work (I.E. actually using layers): And without the lines: That's what I've got so far. Every color is…
Worked on the castle walls today, here's a look at how they turned out. I will probably revisit their textures in the future to add more detail, but first I need to go through all the rest of the props and get them to at least this level of completion. The wall segment runs 826 triangles and the tower/corner piece is 254.…
I'm not a fan of the weird alien prop or the brain dispenser. I agree with Brian that both of these would serve better in a scene that give them more context or done in a much more stylized manner. Your modeling is ok but your texturing needs work. It feels like you slapped materials on everything in substance or quixel…
our studio keeps a record on who worked on what and some people are more versatile e.g. in sculpting clothing than others. Some guys are better with stylized stuff, some more with armor and gear. But that's just our studio. So far a lot of cloth got sculpted, but now that MD seem to embrace our industry much more with v3.0…
I love the white tubes on his back, but why don't they cast light all over the back of his helmet and his shoulders? I'm assuming you made them full bright but didn't put a light source in the middle of them to emulate their light emmitence? That's my first suggestion. I like the design, but it feels very vanilla in…
If those were generated from sculpts then you need to make your bevels wider to show that there is actually a normal map because the last one is the only one that looks like it has any depth. via polycount wiki: Also don't paint your cavities black. Not sure what you mean by "right way"? You could model all your detail,…
I would start of by learning anatomy of anything i want to learn (not a 2D artist, but when i do 3D, i collect a lot of references). Doing stylized is not easy. At it's basic, it's realism that has been distorted. To be able to pick apart something realistic and just leave the "bigger" part in. It's not as easy. So from…