wait, so how did he get the model and why would someone do that ?
Can be the case that they actually followed the same concept and I jumped into conclusions, sorry about that. Just weird that there are so many similarities.
@esDeus : ha ha, What is this? how can i get model with wireframe of someone's work?
please look at the wireframe of the model and compare with that please and there are so many guys are did hulk sculpt, will you say them as fraud???
Alright honest feedback now and reasons why I jumped into conclusions.
Your high poly model is really strong, like super strong for an artist that have not worked in the industry ever before, and you have several strong pieces in your portfolio. But there are such a big contrast (massive so to speak) between your high poly work and everything else there is in your website. Usually people that tend to be good at high poly work, can at least bake different texture maps down. And yes some people have used others work and tweak them a bit in at best, or just closely copy them. I apologize for jumping to conclusions so fast on that matter. Try to work on your texture skills more and get rid of that about me section in your website, throw those textures in the bin and start from the beginning and try to avoid unnecessary noise and seams.
Your texture looks too low res. I don't know what size your texture maps are but on a hero asset this big, on current gen hardware, you could easily do 4k. Either it's too low res, or you used a lot of overlays but scaled them up way too far and it's showing. I say that because your normal map looks disproportionately clear.
There is some leaking that looks good but for the most park it looks like your scratches, wear and dirt are all uniformly applied with little attention to where they should go.
Thank you for your valuable critiques,can you tell more specific things to do in textures.
Your textures are not PBR correct, and you are lacking the most important map in the PBR workflow, a gloss map. Everything is monochromatic and really flattens out all that hard work you did with the highpoly.
Piggy backing off of what BARDLER said, everything being monocromatic really hurts this. Might be nice to get some sort of color scheme, where some panels are different colors and such? Having everything be that orange/brown color just isn't working. You need some accent colors or something.
Not sure if you are working with a PBR workflow or not? But either way, your metal surfaces just don't read well. Your highlights blow out super white, and up close when looking at some of the normal detail the highlight reads really tight, like a plastic. It looks like you just threw scratchy noise all over everything in your spec map instead of considering where there would be specular highlights. I would think there would be much less scratching and wear on larger flat surfaces, and more edge wear, for example.
Your high poly and bake were really strong. I think that if you can nail the texture work...you could get a nice piece out of this...but right now your materials are really hurting this.
The highpoly looks pretty good, but the lowpoly cannot be compared
I would totally rework the lowpoly, theres so much experience to take from this, Its surely worth it.
I dont know why nobody mentioned this, but its way too low poly. Way.
You put so much effort into this HP and then bake it down to mobile triscount ranges.
There are so many lost shapes. Making it that low is surely the easy way, but what does that help you. Also a great chance to redo the uvs, maybe split on 2 UV sheets,
something like 2x 4k, your HP has enough detail for that scale. If you have a nicer lowpoly baked down, you will have a lot more motivation to spend time on texturing and make this really nice.
Also a nice bright colorsheme could really make it pop, maybe something 2 toned, theres a lot of potential
Replies
@esDeus : ha ha, What is this? how can i get model with wireframe of someone's work?
please look at the wireframe of the model and compare with that please and there are so many guys are did hulk sculpt, will you say them as fraud???
Can be the case that they actually followed the same concept and I jumped into conclusions, sorry about that. Just weird that there are so many similarities.
http://forums.3dtotal.com/showthread.php?p=978652
Alright honest feedback now and reasons why I jumped into conclusions.
Your high poly model is really strong, like super strong for an artist that have not worked in the industry ever before, and you have several strong pieces in your portfolio. But there are such a big contrast (massive so to speak) between your high poly work and everything else there is in your website. Usually people that tend to be good at high poly work, can at least bake different texture maps down. And yes some people have used others work and tweak them a bit in at best, or just closely copy them. I apologize for jumping to conclusions so fast on that matter. Try to work on your texture skills more and get rid of that about me section in your website, throw those textures in the bin and start from the beginning and try to avoid unnecessary noise and seams.
There is some leaking that looks good but for the most park it looks like your scratches, wear and dirt are all uniformly applied with little attention to where they should go.
Your textures are not PBR correct, and you are lacking the most important map in the PBR workflow, a gloss map. Everything is monochromatic and really flattens out all that hard work you did with the highpoly.
Not sure if you are working with a PBR workflow or not? But either way, your metal surfaces just don't read well. Your highlights blow out super white, and up close when looking at some of the normal detail the highlight reads really tight, like a plastic. It looks like you just threw scratchy noise all over everything in your spec map instead of considering where there would be specular highlights. I would think there would be much less scratching and wear on larger flat surfaces, and more edge wear, for example.
Your high poly and bake were really strong. I think that if you can nail the texture work...you could get a nice piece out of this...but right now your materials are really hurting this.
I would totally rework the lowpoly, theres so much experience to take from this, Its surely worth it.
I dont know why nobody mentioned this, but its way too low poly. Way.
You put so much effort into this HP and then bake it down to mobile triscount ranges.
There are so many lost shapes. Making it that low is surely the easy way, but what does that help you. Also a great chance to redo the uvs, maybe split on 2 UV sheets,
something like 2x 4k, your HP has enough detail for that scale. If you have a nicer lowpoly baked down, you will have a lot more motivation to spend time on texturing and make this really nice.
Also a nice bright colorsheme could really make it pop, maybe something 2 toned, theres a lot of potential
Hope you like it !
C&C are always welcome