Started working on a portfolio piece.
Based on concept art by the amazing Tooth Wu:
https://www.artstation.com/artist/toothThis is the concept on the Left and the blockout on the Right.
Finall Finished!
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Here's the low poly ready with UVs.
Now on to sculpting.
Replies
Working on the textures now.
https://www.artstation.com/artwork/XELwa
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You don't understand how this works...
In terms of shading there are three main components:
Albedo
Reflectivity
Microsurface (roughness)
Back in the old days they were called:
Diffuse
Specular
Gloss
It's important to understand that these terms are largely interchangeable now, and do basically the same thing, with a minor exception in specular/reflectivity. In current renderers, reflectivity can come from either a specular map describing the exact reflective value, or a metallic map, which pulls the reflective value from the diffuse/albedo map depending on whether the metallic pixel is white or black. If the pixel is white, then it is metallic, and whatever value you assigned in the accompanying albedo is now the reflective value, if the pixel is black, then the reflective value is an arbitrary 0.04.
In simpler terms, pick one or the other, you don't need both.