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ok immediant thoughts, would be to not use the saturation of the images as the m ouse over function.

At a glance, which is often all we get, it looks like all his textures are desat urated something easy for him to do, add some colored noise to his spec maps for skin e specially keep it toned down quite a bit but it will make the skin look much more alive right now texture wise i think his dishonored weekly challenge bust is the stron gest. It has the most color variation to the skin tones which makes it feel more alive . Could easily carry what he is displaying there through into some of his other te xtures to quickly improve the overall texture work in the portfolio his sculpts are definatly good, textures is where he will make the biggest impro vements by focusing i think Since alot of his pieces are super dependant on rendering skin well he should fo cus on that for sure. Also work on getting a render setup with some decent SSS or translucency to real ly make them stronger. I really like that he is representing his work at game res, and with texture fla ts in some cases thats a huge deal. some pieces from other peoples concepts with the concept art as well could be ni ce just to show off that he can accurately render someone elses concept. And have him reduce his AO in his textures back to 30-40% once he is done painti ng the textures, or run a gradient map over the ao. Its very black in lots of his stuff, i assume older pieces since some of the bet ter looking ones its more toned down esp. for the darksiders style stuff their ao is like purple in alot of cases Ao will be barely visible because of the way that skin absorbs and scatters ligh t.

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