Well based on what I see on your portfolio I think your main issue is texturing. Most of your pieces really lack depth, variance, and just overall seem a bit flat. I actually really liked the Sci-fi environment you put together. With more dramatic lighting, maybe updating a few pieces to have just a bit more visual impact…
good work for your 1st piece really. A few more small details like cuts would make it look more interesting but remember if you plan to tile it small details will look obvious so use them wisely. I won't go to far into it as I'm also new to this style but I feel as though each wood grain is rounded and it does look odd..…
Color wise it's very flat. You should introduce some micro/macro color variation. The moss looks like some green noise overlayed without anything else, as each individual map shows. You should create a moss material that has it's own unique Color/Roughness/Normal/Height and then blend that on top of the floor. The mask…
Be VERY loose with your support edges to ensure that highlights are getting picked up on your extrudes. Like Mr. Mask Salesman said, when you bake a flat extrude it won't show up in the normal map. Instead give edges more of a bevel then an extrude with a slight angle (5-15 degrees) to their sides. As you work I highly…
We're using a lightmap and probes, we don't have reflections. Non realism art style. Some seams here and there, to solve this I just give those objects a bit more scale in the lightmap, and they disappear. With our style we don't need a dense probe grid, so that seems to help keep the cost down. The worst issue I've had so…
the tech bits are nice, but you're suffering a bit from skinner's disease, in that you're treating everything as almost seperate little detail areas. the earplate things are a good example--you've got the blue glowy things down low, the vent things on the high side, and on the flat part 3 non descript holes. taken…
1st Dorado - Alexander Zlatovchen The
model looks incredible, great job on the clothing and accessories. Top level. You did an excellent job in Marvelous Designer; those small details really make
a difference. The level of detail is amazing. I would’ve liked to see images of the texture maps and UVs. I also wish I had seen…
I tried to do the stylized prop ! Everything was done inside Blender and it was my first time with texture painting. I keeped the polycount low (even if we can go lower). I'm quite happy with the end result, even if it has some flaws here and there. Maybe I'll rework it later.
So I keep noodling this stuff back and forth in my head and in 3DS Max. I am doing an environment based off of the below concept art by Casey Fallon. (Link at bottom of post). Creating most of my modular pieces in 3DS Max, then Zbrush and finally getting them into UE4. The issue I'm running into is how exactly to do my…