Bad face/ head anatomy. Major warpage going on particularly how far you've set her left eye. The neck looks cartoonish. No throat. The way you angled her head...I think her ear would be positioned lower (which makes me guess you didn't use ref ). Look at actual photos with similar head angle to camera or viewer…
@jaker3278 - awesome, thanks for introducing me to Tim. I will download a trial of substance to try for sure. I'm using 3ds max to model (oh how i wish i could use sketchup haha!) I was always confused about Marmoset - why do people learn Marmoset if ultimately their stuff is going to be rendered in a game engine like…
Thanks everybody. ScudzAlmighty - You're right, im using the normal plus the occlusion map for the "texture" to do a lot of the work. *I really am not sure how to texture this!* also i threw in a maya cloth texture in the specular attribute, which you can see in the bust. Oniram - you're right. i added a few cameras with…
This is how I do it. I use maya though, but I'm sure it's not that different in the other application. I create a Blinn material (not sure what the equivalent materials are called in the other apps) with a very low Eccentricity and high Specular Roll Off, and the colour is mid-grey (default in Maya). I render 3 different…
http://dl.dropbox.com/u/70664082/Previewfinal2.mov Did the post infinite pre infinite and adjusted the tangents accordingly for all controllers. Also edited the animation on both feet joints and made sure they cycled correctly. You'll notice the secondary movement on his loin cloth. if that's what you call it. I think it…
No normal map need? But I don't understand one thing. I never did normal map before, but diffuse and normal don't have same goal, isn't it? For exemple Diffuse give life to 3D (sorry this is hard to explain with my english <_<) and normal map is for light render with adding relief on polygon? No? I'm false in explication?…
Some things you want to state to us & establish for yourself up front: Is this for realtime or pre-rendered? If realtime, Global Illumination isnt really the norm unless your engine renders it onto a seperate 100% unique UV space. If realtime, some of those items are maybe a wee bit too polygon heavy. The Sinks, the drain…
You have some solid work, but I think it can be presented better. Try to render your work against darker backgrounds, avoid white (i.e. the Building); it makes it easier on the eyes when looking at the skins/texture work. The images of the work are also too small, try to get larger renders on the site so the viewer can…
Yeah, the shaders aren't really constrained in Unity. Unity actually has quite a few advanced rendering features, despite the fact that it is generally seen as targeting lower-spec systems. The primary discrepencies between the free and for-pay versions of Unity are as follows... 1. No real-time shadows. This is the usual…
Maybe this can help with your spec map in the metal areas: http://www.iddevnet.com/quake4/ArtReference_SpecularMaps but in my humble opinion, I think go back to your diffuse and work on it a little more, try to add a metal overlay to help sell it for the metal parts. for plastic, well.. not sure if there's much to do on…