The model looks pretty good, though it might be a little higher poly than it needs to be with all of the beveled edges. Although it's a "hero prop" and a portfolio piece, so splurging a bit on the tri-count is probably fine. I don's see any shading or bake errors, so that's good. Are you going to model in the strings and straps holding the skull and grey crystal, or leave them floating for a more mystical look?
I don't see much variety or definition in the roughness/gloss map, although that could be due to the very soft, flat lighting. Some back-lighting would help show off the roughness map if you have one. To closer match the look of the concept it looks like you'll still need some Sub-Surface Scattering for the bone and lavender, Translucency for the feather, and Emissive for the orange crystal.
@JamesBrisnehan Thanks for this mate I will for sure add to those textures you mentioned. I have modelled the strings and straps just texuring them right now. Yeah there is no proper lighting yet I will post a shot when it is done. Alright I will get onto researching more about sub-surface scattering, I was also hoping to use that for the berries I will be adding to the prop. Thanks again!
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I don't see much variety or definition in the roughness/gloss map, although that could be due to the very soft, flat lighting. Some back-lighting would help show off the roughness map if you have one. To closer match the look of the concept it looks like you'll still need some Sub-Surface Scattering for the bone and lavender, Translucency for the feather, and Emissive for the orange crystal.