I still used the substance baker for this one, I'm planning on using marmoset for the next one. A big problem I have is that flat surfaces become curved. see, the corners are gone and the flat surfaces are curved. It looks worst on things with strong highlights too. (the glass) I think the jaggedness is from texture size.…
Adding to what the others have said, realistic = approaches reality. You need virtual lighting and surfacing (materials) that behave like the ones in real life. Anything done on a computer is always going to be an approximation of reality, so what you need to do is research how to best do that when using your renderer of…
I'm no character artist but I can already tell the proportions look off. The upper chest and shoulder area is way larger than it should be, and the distance between the legs is too wide. His legs look so thin they would snap under his weight. the arms and hands are totally flat. As for the mechanical aspects of grey fox,…
And here's some stuff from just the last month. I'm currently focusing on improving my hard-surface technique. After that, I'll be using the same models to work on my retopo/texturing (Blender/Substance) for UE4. And a bit of fun with photogrammetry. I've taken several thousand photos of old Korean statues and architecture…
That really isn't that tight of a budget. :P The question of which for what comes down to what you are making. If you have what are essentially large blocks of similar colors, or smooth gradations, you can get away with smaller diffuse maps and letting the bilinear filtering work for you, while getting a nicely detailed…
Just wanted to throw in my two cents. I was following Phillip's method as well, and was also having a little difficulty getting a similar result for the rough surface in Zbrush. After messing around with a few things, I ended up grabbing an image of crumpled paper off of google and turned it into an alpha. By using that…
Are you talking about concentric ripples like Mark's example? Or are you talking about larger wave ripples? There are many ways to do waves for a game. Are you making a game water surface? If you make a tiled looped animated wave texture, this generally sucks because you see the tile repetitions across the large water…
For time it varies wildly. If this was a first person weapon then you are probably looking at 7-10 full working days from start to finish. With that said, the metal on these were heavily worked, and have tons of interesting detail that you can add to the normal map. ZOOM in to see the surface details. Also, be careful…
For the ground, don't use a cubemap in this scene, it will not look good. Cubemaps are better when used in more generic situations (For prefabs that need global reflection according to the surrounding[preferably without big flat surface] but not so much on surface reflecting clearly the actual scene), if you create a…
I have only done a little with photogrammetry (and a lot more with laser scan data) but I have generally struggled to get really accurate scale. Based on the way his prints fit back into the real world, it seems like he has scale dead on accurate. I have been using 3d printing to develop intake parts for my auto-x/track…