it looks very nice. you may want to pull the exposure back a tiny bit. as i understand i think the general rule of thumb is to try and prevent a lit surface from flattening too harshly from a bright light so not to lose surface detail but, i'm positive this is one of those art rules that is flexible and can be broken for…
apart from quick ideas/sketches... I was brainwashed back in art school that working small promoted timid anemic practices. Like concentrating on localizing details instead of working out overall landmarks/values that would better suggest a strong composition. ( where anemic small scale promoted tunnel vision motivating…
Thanks Add3r! The modeling, UV'ing, and rendering side of it only takes about 3 or 4 hours from poly cube to finished shot if all goes smoothly. Creation of each master design takes between a few days to a week to flesh out. However a single master design covers between 30 and 40 product types (Candles, lotions, aprons,…
>My overall point is that building something and subdividing it looks much nicer than a lumpy cloth/head model and in terms of speed is much quicker and nicer to look at IMHO. This kinda left me scratching my head. Sub-d is great but for anatomy/cloth zbrush is a very powerful tool. I learned heads/anatomy/cloth in sub-d…
When I bring in the surfaces, most of the time they don't line up EXACTLY. I have no clue why a lot of them come in this way. So I get my surfaces correct in Maya, sometimes I rebuild sections/details that need it. Then I bring the files into Lightwave for fine-tuning and rendering. When I get into LW the files are…
No problem! Dithering is well explained in this stickied thread: http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps Basically it adds a bit of noise as you convert a texture from 16 bits to 8 bits. This can be beneficial because when that rounding I mentioned happens, you can end up with pixels…
you really need to normalize the values in your textures. it's really causing your models to light inconsistently from one asset to the next. the mirroring on the corner of the trailer really sticks out. its also plain to see that you didnt do this to save memory, but its in your actual texture page. it's distracting, and…
You have to start to learn how to break down these materials and experiment on your own. Experimenting, messing around with your maps, and just trying stuff is the best way to learn. You are not going to get all the information you need from the internet. Unfortunately I do not have time to make you another example, but…
It might be worth looking into the differences between legacy and pbr shader math. By legacy I, of course, mean lambert/blinn models. I make shaders quite often, for effects and simple things. The approach I use for building up any material is from a simple set of nodes - the core shading, then expand from there. At that…
i'll echo EQ's comments about spec levels & not going overboard! Not everything has to be shiny, or at least flawlessly shiny! some tips: - as EQ mentioned, work Diffuse & spec simultaneously. I will sometimes take the diffuse to about 60% completion, then start honing in specular stuff. When i go full on in both however,…