

gastrop0d

newer image should update to the latest build but i'm too lazy :P we worked on the colors and changed some details
the zbrush sculpt





I'm not sure what you think is wrong with your presentation at present?
There's a good control of tone and contrast, you're not overdoing the post-processing, details and focal elements are clearly composed and there's a consistent (and visually pleasing) sense of style. I wouldn't worry too much about changing your lighting between shots.
My main concern is that you are showing us far, far too much. I'm not even sure how many images you have in this post, but you need to really trim the set down. Say 10 or so for the entire piece - including wireframes and documentation images. Make your point ("look how awesome my model is") in a concise and focused way. Think about what meaningful information every image brings to your post.
We don't need to see your AO bakes. 1, maybe 2 overview high-poly & wireframe shots should suffice. Personally I don't think seeing the UVs is useful but others may differ.
If you do want to show things in this level of detail, i'd suggest something like a video or sketchfab/marmoset viewer embed. There is also nothing wrong with collaging together multiple shots into a single image.
rexo12
I am trying to make a car chassis. However, I often run into the problem of the mesh appearing lumpy or has dents in it.
No matter how much I try to adjust the vertices around to make it more smooth, it always shows up. It usually occurs at a quad corner point.
In addition generally following sentiment, offered by others.
Sometime ago, stumbled across insight that clarified in my own mind an optimal polygonal workflow, creating Class A (Reflective Observable) surfaces that personally remains a simple guiding set of vehicle modeling principles - i.e.
sacboi
After a hibernation phase of many years, we made the call to revisit the project that our studio is named after.
Wondering what it would be like if we dive back into that world with new ideas, a different approach, a mix of Airborn veterans and new team members, and the determination to use the latest technology to push stylized game art and stay true to the core pillars of the work that was done way back.
And without further ado, we proudly present the result! For more details, a bit of project background and credits, please check our blog entry to go along with this post!
Enjoy :)
Finished making a tutorial on how to make a semi-procedural zip tie in blender
MrNinjutsu
I really like it. One thing that I noticed is that the smoke from the chimney can get easily lost and look like a cloud. Perhaps a darker coloured smoke?
nexussim
ArtStation Link Here: https://www.artstation.com/artwork/3qnmJD
This Environment is made in Unreal Engine. It was actually more a project for myself to understand how to create a nice Landscape using the Virtual Texturing, Stylized Foliage, Rocks and also how to create a nice composition and a color palette.
I was highly inspired by some other artists: Jasmin Habezai-Fekri, Sophie Rose Stübinger and Victoria Zavhorodnia.
The House is actually based on the Concept Art Farm Fable from Kiel Whitaker (https://www.artstation.com/artwork/g2LvL8)
In this project I also learned how to create Foliage and Rocks.
The softwares I used are: Unreal Engine 4, Maya, ZBrush, Substance Painter, Substance Designer and Adobe Photoshop.
I also wanted to learn how to make a Stylized Sky, unfortunatly the final result in the Sky is not what I wanted to do, the clouds are actually planes with the textures of the clouds. From other Environments that I saw, I think the other artists use a SkyBox or SkySphere but I'm not sure.
Pmartinlopez
I think @FrankPolygon 's sketchbook is a great place to dig into. https://polycount.com/discussion/221392/sketchbook-frank-polygon/p1
Eric Chadwick
a normalmap can only do so much, if the lowpoly shading is bad, if the normalmap doesnt have enough resolution etc it can only fail compensating for these things.
what does the lowpoly look like without normalmaps?
what do the UVs look like?
i guess its all one polysoup with one smoothinggroup, creating a unch of nasty artifacts on the lowpoly. harden some edhes, split some UVs or add more geo to help the normalmapmap