Hey! I'm wondering if you guys think these cracks are more likely a layer of tileable texture within the terrain shader, or if they're decal projectors? They seem pretty sporadic and intentionally placed? Cheers!
I'd maybe consider making the water more of a jet/pillar than an explosion looking effect. Maybe add some sphere bubbles in a few places, and small strings spinning around the pillars? Sick Blastoise btw :)
Megascan does around 0.83. Some guides tells it's 0.76. Chat GPT told me 0.75. Adobe substance libraries have a lot of around 0.5-0.6. Textures.com are in range of 0.75-0.9. It all gave pretty subtle difference in our old renderer and Megacan ones looked almost matte and now 0.76 looks like a nuke when the sun is around 25…
I think what Eric is talking about is you can see the low poly issue here in the render. If this was for a hero asset, or for a portfolio, I would honestly just add a few more edge loops into the low poly specifically here so you can't see this jagged shape. Dope prop btw :)
Hello! It's been a long time since the last update, but I finally found some time to continue working on this model. I refined the high-poly version and created a low-poly model with around 11.6k triangles. Here’s the result after baking the maps. The mechanical arm is split into separate pieces for animation.
Hey, cool project :+1: Some aspects I think you could improve: * man-made structures could be grounded more in the environment by adding some weathering and (dirt) gradients. * spiraling trunks look too artificial. You can counter this by introducing more irregularity and more stretch. * Tree trunks colors is currently a…
Banning was the right call. AND this all transpired AFTER we already had some sparring of words that were a bit harsh. The irony here is that many of us are career professionals, who have taught many people. If somebody is going to get a fire under their ass to get good, the first step is to seek out external opinions and…
the brick pattern behind the statues seem a bit small, I'd make the pattern bigger so it better matches the two massive stone statues up front. Both images seem a bit dusty, like they're lacking metallic or specular highlights. Lava seems too red, needs more oranges and yellow. Trees would have a difficult time growing…
Have you heard of the loomis and Asaro methods? Of head construction.. should help with planes of the face switching between 2D and 3D might help you there.. I would suggest spending time on areas away from heads like anatomy, musculature, texturing anything else at all that will help improve other areas. When you do…
looks pretty sick. Can't comment on rendering because I'm also pretty bad at rendering, but the spring mechanism would not deliver enough power to launch bolts. Crossbows, especially later period ones, are very high draw weight to make up for the shorter limbs and launch distance; the position from a drawn string to a…