I like how to look older games. I mean the 2D games. They are not too ideal; there is little noise in the colors and atmosphere of its own. This adds realism.
In the design of the geometry, the most convenient to use the principle of fractal, complicating the overall shape like small details and then make it little more complicated. It does not turn work into a mess. The viewer first sees the work as a whole, and then pays attention to detail, more and more small and does not see work as a mess of small parts. And so it is possible to copy more details to save time.
In the materials I have tried to use seamless textures, where texture is not drawn by hand. As I used the maps reflect a falloff parameter viewing direction. Generate a bump map in ZBrush using the multi-map exporter in 3dsmax and used low-poly model.
I did not like how the work looks without post-processing. But some people like the version without using Photoshop anymore. But then, I cannot live without Photoshop, so the whole week left before the end of the painting competition. I changed all the colors, lighting and add details somewhere in the middle of painting.
I started working with these thoughts. Almost every render, I was thinking of outlines and colors to relax and think of what I would do next. As can be seen in the initial sketch, I wanted to do the work is almost gray, and red mage highlight. But it looked too boring and normal. We had to pour cold background colors. So it was a lot of different ideas, I do all sorts of frames, inscriptions on the job for the singularity and originality. But much of this nonsense would kill artwork.