https://www.artstation.com/artwork/854wE I recently got a chance to go back and update one of my older ships for Fractured Space. Concept & all artwork by myself, rendered in UE4. 3ds Max/Photoshop/Quixel Comparison gifs between the newly updated version and my original from a year ago: Wireframe:
Awesome work so far! I also agree with Lyte. The steps are too high in density for what it is. If you were to show the overall wireframe for a breakdown shot, everyone's eyes will go directly to those steps and wonder why they have so many loops. Those steps can be flat faces with just beveled edges. You will get basically…
@killnpc I haven't added xray because I wasn't seeying the befit from it rather than using Wireframe (F3) as I've always did. But there is also the fact I haven't ever used xray so maybe its simply that I don't know it's strengths or what I'm missing on. Can you explain why you consider it worth binding in your setup? :)
Think I might call this sucker done. My man Torchy finished rat dude, will be getting some closer renders to do him justice. I can't really think of anything else that would make this better. Will be doing some final images (wireframes, etc) tomorrow for the post to ArtStation.
Can you point out the seams please? I see a dark line on the midpoint near the upper part of the tail... any others? This could be from not using edge padding. http://wiki.polycount.com/wiki/Edge_padding Can you post a screenshot of the texture, with a UV wireframe on top?
The stuff looks decent enough. I think you could work on your presentation though. I would show the wire frames for longer and more clearly. Get rid of the textures while showing the wireframe, and show some close ups of some of the more technical areas.
I thought that I would add a screen shot of the low poly model with normal maps applied and one low poly model with wireframe applied for the Arenanet environment art test. You can see more images on this project at my website portfolio at: www.shawn-odonnell.com
it would be useful if you clould post unsubdivided wireframe. But here's my 5 cents. you need to add some extra geometry/loops and try to distribute them soemwehat evenly so subd can make the best average estimation and round the mesh as you want.
neat, would like to see wireframes, keep an eye on your silhouette. Soften and harden normals. Keep an eye on your proportions, their might be some small changing you need to do to make sure that it reads. you should make this into a high poly mesh, it would be cool.
I love the detail in here, great stuff. Wireframes look great too. Only thing I would try and add is a bit more information into the roughness maps because the spec is feeling a bit too clean/even, specifically looking at the gold details you have in there.