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Amni3D

137 Art Reviews

42 w/ Responses

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Oooh, I like it. Reminds me of the kind of classic abandoned robotic facility look you'd see in some old PC games. I like the robo's design. Nice.

The materials look a little 90s due to the dark black ambient lighting and overly glossy materials, but oddly enough I think it goes together with the design.

GameDevWannabe responds:

Thanks, at first wanted to make a very complex scene with other character and stuff, this one was supposed to be a test.
But then I realised it looked quite good and decided to keep it simple.
To be honest I prefered this one too.

You got the idea down. Keep at it!
His eyes are a bit big tho, and there should be more detail on the mesh to make the helmet bumps look cool. Also, the shapes should be more smooth in general and that eats away from the look as it gives off an unintentional "sketchy look". He also looks a little off model because of the general proportions of his head where his helmet should be more sphere shaped. Also seems to be missing the ear pieces.

I do think this could look cool if you did the whole character model and fixed some of the issues, though. I kind of like the texture work too.

GameDevWannabe responds:

Thanks for the advice, gotta improve the realistic anatomy so i can make cartoon more easily.

Ooh, feels really metallic with the harsh reflective rim lighting. There's almost a feel to the metal. I like it. Solid, as in it looks solid.

As much as I love a texture painted look, it does come at an issue of how much is going to be painted and how much is going to be dynamic. The hair looks really off in motion, but looks fine in one view point. I think either the crystal material in her hair should be down played, or a shader should be what determines its gloss.

Painted textures often look amazing in one camera angle, but the illusion breaks in motion. So I think the solution lies in determining how you'll weigh what's baked/ painted and what's not. You can still have both, but it's kind of about priorities.

I think something like a boxmap reflection for her hair could work by itself, even.

I like the texture painting. Although, I do think the scarf would look better if it was the same color as her belt, but that's just a thought.

Really like the style. I think this would look really good in a scene with other characters and the right animation to bring it to life.

Love the character design here. It's probably what makes this so good.

Oh crap, I need to buy a PolyStation 2 to play this now.

Looks cool. The environment looks pretty genuine of almost a mid PS1-PS2 era kind of thing.
Me thinks that the sheer amount of teeth the guy has creates a bit of a disconnect in detail, tho. It's a little off to me the most detailed thing in the scene is his teeth while still sticking with the whole "console limitations" look. I can't say it's much of an issue, however.

Nice, as always.

PopStrikers responds:

Thanks!

You're on point with the detail, though it's _kind of_ intentional. I actually have two versions of the sword. This is the "higher" poly version that's designed to be used in cutscenes and stuff, kinda like how Jak and Daxter subbed in higher poly models than what was used in gameplay for dialog sequences.

The "in-game" version is like half the poly count with a textured face.

3DCG and cel-shading nerd. I like fast video games.

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