@Klockwork- Thanks for the feedback! What do you think of the grass blades now? This passs I added more defined twigs and wood debris, as well as some blades of grass. Next pass I am going to do a little more debris rough up the stones that are there. As well as do first pass on diffuse.
Hey man Embedding the images for you. Its definitely alot better to post the images as BBcode / He looks great. I can really make out the planes of the face. Id go in and flatten some surfaces and make them even more defined/simplified. I hope that makes sense. Good luck :)
Scales feel very uniform right now some of the structure on the face still seems a little soft as well. Take some time to define some major forms a little more and get some of those larger scales in there. Real life iguanas have some very interesting stuff going on around the face
it's not a BAD piece, but i think you've gone a bit overboard on the specular. it comes across as really contrasted with the diffuse and blows everything way out. you also need to look into defining materials a bit better, ie. make skin look different than fabric. at the moment they have the same values because of the…
Question: Is it considered "unprofessional" to use basic colored shaders when displaying your model early on (before texture work)? I thought it would define the material type(s), but noticed that I'm the only one doing it. If you are unsure of what I'm talking about, check out my earlier screencaps. Thanx :)
one thing doesnt influence the other the weight problem is probably on your skin, not on how you control the bones the hierarchy should be like that your vertices as controled by the bones your bones are controled by the controlers what defines how the bones affect the vertices is the skin weight, one should not influence…
I would create two texture sets and blend between them. Identify what different kinds of information there is in your rock. Make use of vertex darkening to define the cavities. When you model, focus on your silhouette and try to kill all polygons on places where you can't see if from the side.
Looks good, I still think you could reduce polys a lot, there's a good number of edge loops you dont need to define the shape. you should be able to cut it down even now when you have it already projected, just make sure you dont remove a seam edge.
you need more edge cuts around the edges of your item. you can define how strong the edge or crease by adding a supporting loop and pushing it close to the edge. Everything looks kind of mushy like clay. http://cgcookie.com/blender/2013/06/21/tips-creating-sharp-edges-modeling/
Don't have much experience with Sketchfab, but the metals look like metal to me in the preview. Play with the Roughness/Glossiness. Also when you use Metalness, you need to play with the base colors a bit more as well, as it defines reflectivity for metals. Try darker or brighter values if things aren't looking right to…