Alphavader wrote: »
mat wrote: »
some pewts from mah bewts
Rmunday wrote: »
@Sheckee love feed me, are you not planning to do all the rockets and guns, just doesn't seem the same without them.
kio wrote: »
phanthanhtruc wrote: »
something I'm currently working on in my freetime, take inspiration from District9 unused concept ^^
Snader wrote: »
Love love love that mossy stone one. The others are technically great too, but a bit generic, and the moss in the cracks gives that teensy bit of detail/colorvariation needed to feel plausible.
duck wrote: »
Lots of sick stuff in this thread as always!
I've been working on a digital double. It's based on a home made agisoft scan. Ornatrix for hair and Rendered in Vray
ALL MIGHTE'H ARTSTATION
Didjitalus wrote: »
hey, i would love to get some feedback on my gun. Thx in advance
eddie10sixty6 wrote: »
Hi there, I like this weapon but there are a a few things that stand out in the normals that look a bit off. Try not to beat me into the ground if I'm wrong though
At the front of the gun on the top cylindrical shape it seems as though the grooves dont line up where I am presuming there is a UV split. Did you bake out the normals for this part using a high to low poly or using something like NDo?
Then there is some waviness on the edges of the muzzle area, you could possibly reduce this by prejecting from a non-connical cylinder. This is explained here: http://wiki.polycount.com/NormalMap/ in the 'solving wavy lines' section.
Hope I haven't spoiled you day with this, its just the model is really nice and these bits are just letting it down.