Your mesh looks pretty good for what it is, maybe a little bit of cleanup in some areas where edges don't contribute to the silhouette. If you're going for realistic textures, you might want to look into PBR. It's quickly becoming a standard for modern games. PBR In Practice - Marmoset.co PBR Guide - Allegorithmic The big…
I was under the impression that you had a variable filesize based on the contents of lets say DDS. In that case as you said, you'd get less artifacts the more flat areas you have. If it's constant file size wont differ yeah. "Harder to overlay details on" was a clumsy way to put it. For one thing you don't have to bother…
"Finished" with the plant container, appreciate any feedback. I ended up changing the design a bit and some areas are still rough. For re binding the surface deform modifier of multiple objects, with some trial and error, I ended up with a simple script to operate on the surface deform modifier of all selected objects -…
The difference between Toolbag and Substance here is likely a difference in lighting. For metallic surfaces, all the color comes from the reflections, so the look of the surface will largely be depending on what sort of reflection data your light sources create. In Substance, you're using an HDRI panorama to light the…
Damascus is created by combining two or more different metals in layers and compressing them together with heat, repeatedly folding and compressing it (among other methods). I believe Damascus was originally a single metal with unique properties, but all the reproductions of it aim to "mimic" it's visual qualities. To…
everything looks like it's been chizzeled out of wood. none of your curved surfaces are really reading as curved surfaces... your texture work over-uses overlays of photo. and your normal maps seem to be only for the micro details. with the exception of the couch which looks like a hybrid of baking out a normal for the…
Thanks for the input all! Just want to clarify: Each Challenge will have a total of 4 concepts: 2 "Hard Surface" and 2 "Haind Painted" - 1 Prop and 1 Environment each This was by community request when we revisited the Challenge guidelines a few months back to accomodate as many art styles as possible - we want as many…
I'll breakdown my critique into dot points: - scratch details are looking good. - Some of your normals are to big (Bigger details on the brown but smaller on the red) - Its appears to be a red painted barrel so I assume the brown is rust? but it does not look like rust and seems your relying to much on your normals for…
Just because the texture is larger than your screen size doesn't mean you are being wastefull. For example, a lot of procedural shader utility maps can be quite high res. Another example, Normal-mapped Hard surface assets are not a flat plane, they have a bunch of curved surfaces and lots of little UV Islands that need a…
It'll help people critique your work if you can post some reference images that you were working from when making this. The first thing that stands out to me is that the grime and the wear seems very random and evenly distributed across all surfaces. You mentioned not using any smart masks in Substance Painter. I would…