To be honest, your scale and overall uniformly flat specular are making him look like an action figure. Unless the environment is a requirement for the project, I'd nix it and just give him a small diorama or base to stand on.
To be honest, your scale and overall uniformly flat specular are making him look like an action figure. Unless the environment is a requirement for the project, I'd nix it and just give him a small diorama or base to stand on.
Hi Der Hollander. Thanks for the feedback. I'll do some tweaking with that spac map, they are something I always seem to struggle with when I put them in an engine.
As for the environment I will be doing both one on a platform and these sets on an environment, just been trying to work on a suitable base.
I think in the future you should keep each project in a single thread rather then starting a new thread almost every time you make a change. It will make it easier for everyone (including yourself) to see your progress as you go.
I like the turn table ones the best. But I would probably keep playing around with it to see if I could get anything a bit better. I suck at lighting and rendering so no actual advice on where to go with it.
@ Sculptaur, sure I will make more effort to find those posts in future with bookmarking. I just find the poly count search thing is too buggy for me. I do a search to find it and it either doesn't find it or if I try a different combination there's a time limit on another search :S
I do get the whole "black"-thing but it's making the shapes really hard to read, if you're going to have a really dark color-scheme then maybe go for only shades of grey. Using 100% isn't a good idea.
You need to work on the specular as well, the material definition suffers because of that. Using a rim-light might help a bit , but you might want to take the time to spend at least a day on each texture. 1 day for working only on the diffuse making sure it looks really good, then 1 day on the spec to make sure you nail that material definition, and if you're using gloss as well throw that on there.
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Hi Der Hollander. Thanks for the feedback. I'll do some tweaking with that spac map, they are something I always seem to struggle with when I put them in an engine.
As for the environment I will be doing both one on a platform and these sets on an environment, just been trying to work on a suitable base.
I like the turn table ones the best. But I would probably keep playing around with it to see if I could get anything a bit better. I suck at lighting and rendering so no actual advice on where to go with it.
@ Sculptaur, sure I will make more effort to find those posts in future with bookmarking. I just find the poly count search thing is too buggy for me. I do a search to find it and it either doesn't find it or if I try a different combination there's a time limit on another search :S
You can also subscribe to a thread by going to the Tools menu directly above the first post.
Hope that helps.
You need to work on the specular as well, the material definition suffers because of that. Using a rim-light might help a bit , but you might want to take the time to spend at least a day on each texture. 1 day for working only on the diffuse making sure it looks really good, then 1 day on the spec to make sure you nail that material definition, and if you're using gloss as well throw that on there.