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Conrinthian Helmet. Feedback please!

Hi everyone! First post on here and hoping to get a decent bit of feedback. 

Wanting to work in games as a prop artist. Can you guys point out any flaws in my Topology? I tried to optimise the mesh as much as possible. 
Would also like some feedback on my UV maps, and of course on the way I've textured the asset.
This would be your standard worn down helmet that would sit on a shelf in an NPC's house, or on an armour rack. I was aiming for a realistic style but I get stylised vibes from it, which isn't quite what I was going for. 

Blocked out and sculpted in ZBrush, retopologised in Maya with Quad Draw then unwrapped, and textured in Substance (side note: this is the first time I've touched Substance so any feedback on the texture work would be super helpful)

I've noticed in particular that there are some dark spots on the texture too, not sure how to avoid those in future so if you've seen this before and know of a solution, please help me with that too! 

Thank you so much for any comments. 



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