Hmm, I think this has a solid base for texturing, but overall it feels very randomly noisy. I think you could concentrate the noise/damage/wear to where it would actually appear on a character. Also, I would work on the material definition more. For example, the tire (?) over his shoulder appears to be a smooth, shiny surface. I would look up more reference photos for your materials to make sure you're authoring accurate textures.
I agree with the previous poster, I would also add that the lighting in the presentation is pretty bad, it is hard to see any specularity variation with this much ambient.
Hmm, I think this has a solid base for texturing, but overall it feels very randomly noisy. I think you could concentrate the noise/damage/wear to where it would actually appear on a character. Also, I would work on the material definition more. For example, the tire (?) over his shoulder appears to be a smooth, shiny surface. I would look up more reference photos for your materials to make sure you're authoring accurate textures.
ty for the comments, ill check some variations for the noise/wear, i just figured being a post apolcalyptic character, hes gonna have a lot of random wear everywhere,,but thats easily workable, tyre texture can be tweaked, onm it i ll add a 3 point lighting, i just wanted the details to pop out ,,that y i created the ambient^^ ty for the feedback, post an updat soon^^
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tyre texture can be tweaked, onm it
i ll add a 3 point lighting, i just wanted the details to pop out ,,that y i created the ambient^^
ty for the feedback, post an updat soon^^