@Fabi_G I think I see what you mean. I sharpened the edges a bit, even though now I feel I can't get nice highlights on the edges easily. Yours is looking good as well! But I do agree with @SORENU that it feels like there is too much space between the coffin and the rest of the room so it doesn't give the same sense of closed space.
I worked a bit more, tried to fix the sides but still can't get it right. Also sculpting the rest. I feel it could use some more details and cracks, but at the same I am a bit afraid of overdoing it.
Cool WIP images so far!
@Esselle I would be careful that the edges don't become too soft/undefined.
I want to create some assets for Draculas' crypt. Most interesting assets for me is the sarcophagus, clock and chair. Did a blockout of the environment to figure out the scale.
Fabi_G
Lighting update (Some areas may still be too dark)
Finally starting to work on my background elements :D
If anybody has any feedback that be massively appreciated :D
Finished Hellboy and made a short video showing off the model.
https://www.artstation.com/artwork/RnowYe
Asura
Overall you need to let go of the idea of baking begin a blind "retopo then UVs then hit bake" chain of events because it really isn't. The quality of the result almost fully depends on the way the lowpoly geo is built ... just like with old school "pixel based" texturing on ps1/ps2 era models really. You will not be "fixing" these distortions, you'll need to model your low with them in mind in the first place. But of course if this is your first time with all this this is a bit of a chicken and egg thing :D
Here's an extreme example of the principles above :
Also note that this model didn't even use a highpoly to bake from - the whole look comes from applying the principles above + adding a nmap bevel all around the panels. But of course it could receive baked highpoly details too.
One last remark : once your lowpoly and UVs are taking shape you can also take a few minutes/an hour painting in landmarks with a simple brush, just to get a feel of how the texture distortion will behave.
I can only recommend the study of models from Nintendo games, they are extremely tight in all these areas. That's the beauty of them always developing on low-end hardware, as it forces them to make pristine assets that look good even with lowres textures (while avoiding the pitfall of spending days on highpoly models).
pior
Did not found any current post about this:
Testing MidJourney for the last two days and it is really mindblowing.
Anyone testing it too?
rollin
Sculpt of Fire Guard fella for Artstation Challenge Dragon's Rise: Forgotten Realms (Game Art)
idli