This is looking great, I can definitely tell it looks like waterworld by the image alone. There is an awful lot of light browns in there, I think you can break up a lot of these with some neutral or cool colors in the corrugated rooftops/panels granted you keep a consistent tonal value. Interested to see where this goes!
[ QUOTE ] i have my guitar on a stand next to an air conditioning vent in the floor. it's been sitting there for around 3 years... [/ QUOTE ]That's what's done it then. They do need to be kept in a 'neutral' as possible environment; moisture of any kind and constant uneven temperature changes are killers for the woodwork…
Sup guys, ive been working on a bust during my free time. Original concept is by Tooth Wu, anything stand out to you guys? Hair is just stand in for the moment, in the end they will be hair cards. Expression is still pretty neutral for the time being. Not sure if im going to do that before or after i retopo Current…
For upgrading my skills, i am planning to create first 5 levels of Crash Bandicoot : Warped in UE 4 . Here you can see part of my low poly models . I will post progress in this topic. Enjo:smile: Update 29.0:smile: :neutral: :smile: Original post: Final Image Wireframe KeyShot render
I like it! Do you have it a screenshot of it in studio lighting? I think right now it's mostly tweaking the look of the materials and getting some glow on the hammer stone for the beauty shot. If it's in more neutral lighting, that might help us diagnose what sort of contrast the model will need.
YEAH this was exactly the place I had in mind when I told you to post in a community of artist, I'll be neutral here, and will be checking this post to see what kind of responses you get. PEACE!!!! PS I'm too damn drunk right now. But what the hell it's xmas!
I was simply referring to method. Leaving hard edges welded and then baking with a renderer that isn't synced is incorrect and your normals will likewise be incorrect. Vectors being closer to the "neutral" color aren't going to fix the horrible black streaks he'll get as a result of baking with welded hard edges.
Does your asset have a normal map? If not try just putting a neutral normal colored image as the normal map and the particles should behave correctly. Some particle presets react to the normal map, if there isn't any, you may end up with particles falling the wrong way.
I'm no modeller by far, but your trial of going through all the iterations sound to me like you're still learning. Every mistake you make now is a mistake less in the future. As for modelling, I can't answer your dillema :neutral: I can't even model a banana
ew.. didnt want to sound harsh or anything. this is seriously good work. just thought i might give you a hint that some more effective posing might give it the last touch in presentation and make it look more natural in the end - and i am saying this in a neutral mood.