Some more progress on the pirate ladies face. ready to blockout the body and look a bit deeper into the concept. And here's the start for my final major project! The deadline is the 15th of August. I will redesign the character Vivienne from Dragon Age: Inquisition to a style referenced from Dishonored 2. My goal isn't to…
The protruding handle shape can be completely removed leaving a flat surface that still has the texture for the handle in the right place - including the normal map. Assuming it's been executed well, there should be no visible difference once the model is far enough away for the silhouette of the handle to be insignificant
Hey all, So I wanted to try to make a "Mech" or robot type model. Since a lot of my experience with such is from building the Machinen Kreiger plastic models the result was heavily inspired along those lines. It's base loosely on a custom version of the D8/B8 Raccoon model. I modeled it in 3ds Max, textured in Substance…
I agree with kanga. The modeling is technically sound and this is amazing work. But the details density is to high. It's like you need something everywhere. It'a important to balance high details area with empty flat surface to make the cool details pops out. A good example of that would be this piece from Gleb Alexandrov.
I don't know much about guns, but this looks good to me. I like the worn down corner of the grip panel. This doesn't seem to be a realtime piece at a first glance, but there are some distortions in the details, like most notably the big screw on the grip panel. Is that normal-mapped? If it's geometry, it probably shouldn't…
This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…
Hi, Another pass on textures , added spec map. I stopped using the node shader and worked on the baked textures (not lightbaked . , i just mean baked to a flat image instead of mixing various handpainted and tileable maps using nodes) For the color channel i just added some big stamps of leaks and scratches from photos to…
@Moist Looking good, I think the edges could do with a little more weathering but it depends if you're trying to go for the very new clean brick look. @furiouslul It's coming together nicely. I like how you have that slight rotation too and some color variation between bricks. I think you might want to mess about with the…
For starters you could have laid out that UV layout more efficiently and have gotten alot more resolution out of it. The tires show have been mirrored unless you planned on making some sort of unique detail on one of the tires. Your high poly mes on your concrete blocks have obvious flaws in the mesh which translated into…
Alright did a bit of a big shift. Got rid of the unique stuff for the door made it almost entirely of tiling textures. and repacked the unique stuff... added a cushion to the chairs, and the unlocked hologram on the door I also sized the door texture down to a 1024, and I plan on up-rezing the trim sheet to 1024 as well,…