Yes, looks awesome indeed. It is actually the only game that would make me buy a PS3. The only thing that i noticed on the lastest movie i saw , is that the animations don't seem as half good as they first shown. Too bumpy, or too old style, not that soft animation nextgen style :\
+1 . We have not a single square environment texture. It makes both their programs rather interesting toys than a tools for work. I ask for the feature for many years already and don't believe they will ever do . Guess it would require to rethink the soft from very beginning, not just a few extra cool nodes.
Are you saying you baked the normal map in zbrush? Don't do that if so, as iirc zbrush doesn't support mikkt space (the most common tangent bases used these days). Also, if you have split normals along the seam try baking with them merged (ie. one smoothing group / soft edge).
Jesse Sosa's stuff is pretty inspirational. http://www.skankerzero.com/images/aeon/aeon_work_052.jpg http://www.skankerzero.com/images/aeon/aeon_work_066.jpg http://www.skankerzero.com/images/br2/br_work_67.jpg Traditionally I've seen more or less cylindrical torsos work the best. Just out of curiosity did you start with…
CDG Lovefest. I remember when I got all sorts of hatred from you idiots for having soft edges on my models on cdg, or telling people their edges were too hard. Now you're all doing it too! Harry: Go back to jerking off to soviet tank manuals. =P
Hey! I think that in general it looks pretty good, Tho I think your occlusion would need to be a little bit more soft, you can really feel it in the butt area for exemple. The UV seams too are pretty obvious at the shoulder, side of the chest, not too sure how you did this tho
The wall feels very rubbery or like an inflated bouncy castle. Soft and flexible. Walls tend not to flex much, but instead be very rigid, with harsh breaks and straight lines. I know you can't make everything free floating because it supports superman, but you can make everything more flat and jagged.
Did you edit your Normals? I forget what people call it, but you can bend your normal of your grass planes to look straight up, so that their roots blends better. Also, are you using Soft-Masked Opacity? Are you using Transmission? A bigger picture with more info will be helpful.
@Olingova - Thanks bud. I want just enough geometry so it deforms nicely and has an interesting silhouette.. Not planning to do normals/sculpting for this guy, maybe just a low-res diffuse map with some chunky details and soft lighting. Okay, made a lot of minor adjustments to the knees/forearms/collar etc..
Great job man! Turned out great but could use some work to take it to the next level. I would echo what jason said a lot of the materials do look soft and dont have too much defintion i would take another pass at them specifically the spec/gloss passes.