Quick art dump before bed =] - Desert-scene sketch - Random BUFF DUDE speed-sculpt - Course was 3 years, standard Bachelors of Arts Uni course in the UK. Cinematic was a 2-semester group project, but out of 4 of us in the group, I did 2 of the characters (plus rigging for all of them) and one environment scene (Rocks,…
Decided I should start inputting images and the like in a second post so I can keep my first post malleable. TL;DR: Any tips crits on the concepts. Need to be cyberpunk-esque and not tacky. I've woken out of my sleep to the thoughts my project is going to end up looking tacky as hell. Mood board. Gathered quite a few…
What Rogelio said is kinda an issue where I work too. A lot of people make their schedules assuming they'll stay until 10 or 11 at night and just spend a lot of time doing some random chit-chat with coworkers. Sure, I will also spend 2 or 3 minutes talking with someone when I go get some water or something, but that's once…
ok, first off ; I am not a card game art director, but I am trying to get some work in the same industry. So just my 2 cents. I think the best thing going on in your piece is the detailing, you have some nifty amount of details going on and that's a great, shows that you are into making detailed stuff, those knees are very…
I agree its a little all over the place, also noticed some of the images take a few seconds to fully load not sure if that's because the images are massive or slow servers. The presentation for the substance stuff is pretty random too, find a consistent way to display them all. The substance and unreal logo in that latest…
I do this basically on a daily basis. So much of it comes to the setup of the pipeline IMO. Here are some random tips I can think off the top of my head. - Make generic templates for armor pieces. The more time you spend on these the more time you will save later. - Make sample materials so that all your armor has…
Interesting, I had to redo a head for better details (yesterday) and totally replaced the head with an entirely new mesh with better loops and just attached at my cut off point (The neck) and seemed to project the details right back on. Guess it is one of those hit or miss things(thank god for me a hit), damn I'll keep an…
Ok, I redid the body textures (and the hair completely). I think it definitely looks better, but my real time renders lack a lot of the finer variation details you can see in Iray renders. Of course I understand that these are totally different types of renderers and results won't be the same, but I still feel like this…
The art itself is great, particularly the WoW aspect with regrds to stylisation and sense of proportion as well as use of colour, but I think the design of the characters is perhaps lacking in appropriate research. I don't recognise either of these characters as Aurora or Jasmine at all, they're just random female…
The thing with the armchair might be the last interaction I made over the normal map, which might be applied over the wrong places. Thanks for the feedback and yeah, I know the room just looks soulless but so far I've only used BSP (big blocks) to make the structure and just doesn't feel "natural" (by natural I mean…