all very cool stuff so far.. forms are great... not quite agreeing with t SSS you have on the human model.. it seems a little too much on the plastic side.. and a little too bloody.. maybe tone down the specularity a bit or broaden the anisotropic high light, and up lessen the translusancy.. SSS is always touchy...the lighting of apartment complex seems a bit too much on the saturated side.. i would desaturate your lights a tiny bit.. i dont know exactly what you're going for, however, dusk is readable..other wise.. excellent stuff really
acutally something i tried on my most recent model.. if you could link an Ambient Occlusion map to of your character's skin map in the self illumination tab of your map tree.. i think i found that that solidified my character a bit, and made it less plastic looking.. i dont have any translucency or SSS on my model.. but it did make it a bit more solid looking.. just a thot.. again.. really good stuff
I think the bug is the weakest. The legs seem very uncharacteristically rounded. (I think) most bugs have very sharp angular legs..not rounded ones. But that's probably a personal tastes type of thing.
What's your aim with these models? Characters for games? Cinematic?
Replies
acutally something i tried on my most recent model.. if you could link an Ambient Occlusion map to of your character's skin map in the self illumination tab of your map tree.. i think i found that that solidified my character a bit, and made it less plastic looking.. i dont have any translucency or SSS on my model.. but it did make it a bit more solid looking.. just a thot.. again.. really good stuff
miles
I think the bug is the weakest. The legs seem very uncharacteristically rounded. (I think) most bugs have very sharp angular legs..not rounded ones. But that's probably a personal tastes type of thing.
What's your aim with these models? Characters for games? Cinematic?