Thanks for the feedback. Yeah, those two made me struggle a lot. I started from this reference, but i didn't like the very sharp design so i tried to round them off a bit more. I didn't like the mix of small unorganized pieces with a super sharp edge. I think even the reference looks like it should not exist like that…
very nice progress, crit on the details is that you have to watch out with those sharp edges, for this one you're going to have to bake a lot of stuff flat so it needs to be rounded quite a bit on the edges. You can actually already see it on this screenshot http://i.imgur.com/OBNlW.jpg The carved details on that…
I think the edges are still very sharp, as has been said. The ingame model will have trouble catching reflections. Above I tried to match the sharpness close to what your hex nuts look like for the one on the left. Notice how the one in the middle barely changes the silhouette but catches light significantly better. The…
Overall, the image looks great. When you zoom in it starts to crack :) . There are some sharp edges on the wood and the brick wall. Try to avoid using random noise as grime and dirt. Use a photo that looks like random noise. Cracks in the wood material look unrealistic because they are very sharp and the layer of paint…
THe first step you should take is to clean up the seams. For instance there seems to be a sharp edge down the center of the forehead which can be seen in the 3/4 view. Also, the edge of the ear should be thickened as it currently appears to be sharp. On top of this I would recommend reading about the underlying anatomy of…
I downloaded an example file and I guess I've got a "realistic" eye. Problem is that I want highlights in them, a sharp nice specular highlight. The guy I'm making looks a bit cartoony. But I don't want to place a light in front of his face, I want his face to be partly in shadow and then sharp highlights. Is there some…
It's a good idea to combine specular maps with gloss maps (sometimes called roughness or specular exponent). Gloss maps define how sharp the specular highlight is - faking how glossy a surface is. So dark means it has a very broad highlight and white means it's a very sharp and focused highlight. The shades of grey will…
Great work so far, i got a question. I'm working on similar assets and get mipmapping issues in udk. All is fine in max but in udk i have to disable mipmaps to maintain sharp detail on my alpha maps (softmasked). I tried a negative lodbias in the texture but it doesn't seem to do anything. How do you maintain the sharp…
Hey thanks man! Yeah i gotta agree on the folds. I tried to recreate that sharp look but I failed miserably. I went at it with the standard brush and then flattened the individual fold-planes with the h-polish brush; looked kinda awkward at the end tho. Any tips on how to get dem sharp folds?(and yes I have tried alphas…
thats a pretty nice model you have there , pretty good zbrush too , but i was wondering how did you made the armor , the shoulder and the knee pad so sharp in zbrush , ived always wanted to do something sharp like that but my skills in zbrush are not that evolved , so can you hand me some tips (tool and things youved used)…