Hopefully last neutral pose post before starting to pose. Try saying that five times fast! :D - More color changes especially saturation. The greens and reds were too intense. - Wasn't satisfied with the diffuse hair texture so repainted it and its other maps. Less sharp normals too. - Painted a flow map for the hair…
Really fantastic work. Watched them over and over and I have no critiques on the locomotion whatsoever. My only crit on the death animation is that the head staying neutral on the y and x axis through the entire animation. Making it a little less straight on and rotating it just a bit left or right after he's done crashing…
Hey, nice job! A couple of purely technical moments, though. A character is most commonly seen from threequarters view. So it should look the prettiest from this angle. I'd say she is better without a hat (and closer to the concept). Plus her lips are somewhat stretched forward as if she's pronouncing a German vowel. It is…
[ QUOTE ] Things will probably change, these guys pay closer attention to details than any other studio in existence. (Don't mean that in a bad way, but Kojima goes up and beyond beyond beyond the call of duty.) [/ QUOTE ] I dunno about that. look at some of the logic flaws already pointed out. Not saying they aren't…
For better renders, I'd recommend using a more neutral gray material and background, and make sure you have a base plane a little ways under the model for bounce light. This way you wont have any absolute darks or lights, and highlights and shadows will both pop on the model. When you go straight white, a lot of the…
If you're going next-gen you should definitely take the take to add a specular map to define materials properly, everything looks uniformly plastic right now, it's specially noticeable on the face. Also there seems to be too much lighting information baked on the texture, again specially on the face. Makes it look…
couple of nit-picks... while it isn't implicitly described in the scene, the colouration on the rocks comes from the lighting, not the rock itself. Melificent's magic colours are generally speaking, purple and green. So, if you're building a scene from modular assets, consider making them a more neutral colour and allowing…
I don't believe it's my normals or even my mesh as i've since tried multiple different combinations of both and even file types, results haven't changed. I've tried just using a simple Box mesh with some smoothing for the normal maps and still no luck. I'm using Photoshop CC and i've tested using a older version of mine…
Firstly, the textures and model details are very good. Regarding the pose it appears as though he's creeping toward something. Is he a thief? Unless he's an action figure then a neutral pose could work just as well - check out the Witcher 2 stuff for some prime examples where an upright pose with a turned head, slightly…
Solid work. Going to echo/agree with Add3r here as I feel it's important. If this was simply personal work without context, bumping the contrast may present the work better, but as in-game assets, the world's value/contrast range has to be more neutral so that the buildings and characters pop visually [and to align with…