That's gamma for sure. Turn off Gamma and LUT correction and you'll be fine On the other hand, the gun needs some comparing with ref, a few parts are blatantly off. Plus for normal baking you might wanna compact the ammo box cover hinge mechanism, the way you have it is gonna be a lot of work to lowpoly model and bake.
Your scale and proportions are off from the taxi...the taxi looks like a Crown Victoria, google that + blueprints and import those images into your modeling program and build off of that. Also, trace over the picture of the car.This way its easier to adjust your edge loops/quads before actually messing around with the…
This is looking nice! Which begs the question - Why such small images on your kickstarter page, which're partially covered up with even smaller screenshots or merch? Show the actual game off a bit more! Also, do you have any gameplay vids captured? Would be a good idea to show this off in motion, if you can.
its jus the proportion/size of the leg/knee that throws it off. shorten the thigh n scale down the knee perhaps . to show it going off into the canvas. dnt forget about the sizew of the foot as it will be closer to the viewer than the knee. bit of a dodgy angle that leg so really emphasize what you're trying to do with it.…
Those tri-counts are acceptable, but I think you could shave a number of tries off your calves, forearms, and helmet. Also off the feet. It kind of looks like you down-rezed your high poly for those parts and you could cut a lot of loops from them and still maintain shape.
How low spec can you go with UE4, it was mentioned you can turn off PBR but how much of a hack is that? I know people get dazzled by AAA graphics without considering the AAA money & manpower that goes into that. Unity wins in that regard, showing off games that are realistically achievable by a small indie team.
Thank you Mindinart ^^ To start off, I'll post a somewhat older piece. This was a study task done in the beginning of our course at school. A practice drawing of John Asaro's "Planes of the Head". Since it was a time limited task, I didn't finish the stamp on the back along with other minor details. Might finish it off…
Hmm something looks off on the paws for me, I dunno maybe its how the toes come off from a larger part that makes the side profile look weird. And secondly I noticed that in the concept the prowler has 5 toes/claws on each paw and your model only has 4. But it looks great =)
It's looking really sweet so far. I really like the architecture. It gives off the vibe that you're underwater. Only thing throwing me off is the mech. It doesn't feel like an underwater mech so it looks a little awkward there. I recommend looking up some more concepts to make it fit better in your scene.
Interestingly enough Zbrush exports the cage out with groupings on, even though I have it turned off. I sew the uvs in maya and export it back into zbrush and it turns grps on again with off scaling attributes under the Export option. Scale 1.1067 x Offset -0 x Offset 2.3231 z Offset .0382