Ok thanks for the links Eric. I saw this link https://gamesartist.co.uk/dest-build-kit-roman-ageev/Did he make the broken wall in ZBrush, then retopologize it in Maya to create one big mesh and then applied his tile texture?
Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
I have some explanations in my sketchbook, very low spec from a mobile game done in Unity, might help? https://polycount.com/discussion/160691/sketchbook-eric-chadwick
Hey Eric, thanks for the feedback. Yeah, you're right in that it may be a tad on the dark side. The lighting and Post Processing went through a fair bit of work till I settled on this. I was trying to give the scene a bit more depth and oomph by nudging up the shadow intensity. I might have over cooked it somewhat! At this…
Felt like trying my hand at something different, so I did a stylized character model instead, of my favorite character from FMA https://www.artstation.com/artwork/2bK2K Modeled in MODO Thoughts?
@Eric Chadwick, cool! This felt like a better alternative to sculpting detail, but I was vaguely worried that my reasoning for using this method failed somewhere ='D (Of course, simply doing it in texturing may be a better way for some of these usecases) The node tree is rather simple, but added a few more options:
Cheers Eric! And interesting point. They should depict sort of gaps, showing the brighter cork inside. Main inspiration was this ref, but I see now that it might not be clear enough. Might be better to turn them into darker indentations? But I could certainly try making them in more of a crack like shape as well.
This one was a collab where I got to work on everything but the high poly. I'd love some critiques especially when it comes to lighting and the final renders which I found I struggled with a little bit. (Ended up using zbrush to pose.) I'll carry the suggestions forward to my Thor project!…