Typically a detail map is a smaller texture (say 256x256) that tiles hard across the surface of your model with a high texel density. They are used in next gen-shaders togheter with a bigger size diffuse or color map for variation. u blend the two textures togheter in the shader (say multiply the diffuse on the detail)…
I personally like to use custom brushes for getting the surface right. I usually have a base colorlayer then make several overlay layers and paint with either white or black depending on if I want highlights or shading. Last time I textured a character I painted the basecolorlayer as well with standard brushes.…
Well the main surfaces will be pretty easy. You can start with a box, and begin fitting the vertices to the shape of it. See the "how u model dem shapes" thread if you need help getting the surfaces. You'll probably wind up using subd modeling so you should look up tutorials on the basics of that. There's a good binocular…
Listen to Cholden, he's rarely wrong. I think your stones are all too bubbly. While the mayan ruins are very old, they don't get rounded off as they degrade really, and most of the stones were made cut very precisely and flat. That's the top of Chichen Itza. The stones of the lower wall, while not being in any traditional…
Thats a shit load of wasted polies on those buttons there. You modeled them right into the mesh, which is a bad idea (when it comes to UV mapping that will suck badly too) and you even modeled the bottom of them, when they are never seen. The speaker is the worst thing there though. The speaker is actually indented in with…
Hi guys, Auke here. Visual Storyteller and Lead Environment Artist at Sooii. In the last year I learned a lot about landscape creation and besides Unreal, I used a lot of different tools to get the result I was looking for. My journey began with World Machine and I started to love and hate it. The results were amazing, but…
One thing that really helps me is to examine real-world surfaces around me, break them down into PBR properties (albedo, roughness, etc.) and try to replicate them in 3d. Developing an eye for how to see surfaces in regards to the constituent layers that would make them render effectively. Then dive into renderer…
Hey there, Really nice progress so far, looking forward to seeing this develop :) . I think you've matched the concept quite nicely, also it doesn't have to be 100% accurate when it comes to all details, one can always make slight changes as long as the feeling and the atmosphere of the concept is achieved. I would rotate…
One advice I'd like to share is that once you have a 3D character that demonstrates process and technical details such as high -> low, UV mapping, texturing and presentation, for future models I would focus on making detailed high res sculpts that show anatomy and also include creatures and hard surface characters. The…
Hey, Stop watching tutorials and start to get things done. No matter how cruel it turns out, finish it with your current skills and knowledge. Then analyze how you can improve next time. This work, no matter how imperfect it is, also allows you to get feedback. Work in smaller chunks that are manageable for you. Set lower…