The textures look really nice, reminds a lot of the Ghosts artstyle with the wear and the colors I feel the edges on the back are too soft and break the illusion a bit there, also the back is the player view and should be sharper than the front as you are closer , while you have slightly the opposite going on with sharp…
Lookin good! Definitely feeling like it fits the universe. I would say though that I'd expect more sharp creases and plane breaks for the target style. Right now everything is a bit soft. Looking at this example there are a lot of flattened areas. For instance the tops of the muscle fibers are polished and have creases at…
Have you tried normals > unlock normals? I'm having a hard time seeing how your mesh looks like, but you seem to have non-manifold geometry which might be causing some trouble. I don't think you should use average normals, it might be soft normals/edge you are looking for....
ok so ill try and clean 1 and 5 . i have to find a good idea for arms and i want to try different shield designs. any i cleaned the 5 a little bit , heres what it looks like. still verry soft on alot of part but we can get the idea. Uploaded with ImageShack.us
nice work so far. I think the wooden part looks to blocky (not soft enough for wood) and too orange. I think the materials there need the most love still. Also, Id breakup the rest of the gun a bit more with slightly different value in the diffuse and doing something more with the gloss to vary up the reflections more.
lol, at a first glance I thought those rocks was a ball sack sorry hehe. I think it's because it's too lumpy/soft. The scene itself is a bit early to crit though, but your tree is looking pretty solid. The way it's on top of the hill, is it going to be the main focus? I think this piece has potential, gogogo!!
Nice test Ben! I tried the theory about using hard edges around each UV island. Looks a bit better than the soft-edge-only Max bake, but still more artifacts than the Maya bake. I also changed the camera to orthographic for an easier compare, don't think that affects it though.
Asset-wise they're quite good, all could use some tighter details. Some of the metal bending is too soft and airbrushy, and other high-freq details look a little forced-in. The sperm-ball just call for some wet speculars to really bring out the texture. For portfolio u should improve the presentation.
@monster for the max -> maya direction we use https://www.highend3d.com/maya/script/lockednormals-to-hard-soft-edge-for-maya but the other way round has been a bummer :/ on smaller props this isnt much of a problem, but once you have a few thousand polys at hand you really start thinking "why I'm doing this...?"
Update on my cushion wall. I upped the amount of tiles on the material as well as added more of a pinch to the gap on the normal map. The major overhaul was treating the fade with more of a rubbed out look. I wanted it to have the feel of someone leaning on it everyday with some slight cracking, similar to an old faux…