I would recommend having a read through these threads: http://www.polycount.com/forum/showthread.php?t=81154 http://www.polycount.com/forum/showthread.php?t=107196 The reason you get waviness in your normal-map is because you have discrepancy between your low-poly and high-poly mesh; the cylindrical parts on the high-poly…
NNICCCCE WOKrrkok there JONboy * Posters kinda look like png images from a distance, something to make them more paper (roughness, normals) would go a long way * Trousers look like a murder scene ;) guess its block out * Some of the edges look a lil sharp, eg: the chair might be worth the polys for a bit for softness and…
You go to an Art Institute, Apophis? This is very similar to a project my me and my classmates are working on, art deco buildings. Edit: Hehe, nevermind just checked your profile. I wouldn't worry too much about making this building look "stucco" unless you're going to have some close up shots (you can't tell at this…
Id remove the toon stuff, if its old school stuff you don't need it, people say your portfolio is only as good as your worst piece :) The victorian chair is a nice prop but the render is letting it down, its very flat and grey. https://www.artstation.com/artwork/eLBaJ https://www.artstation.com/artwork/0VGBK You've got…
Ohhhhhh this is fricken nice, and yus... Imma say the same thing, needs a very solid lighting pass. Currently you have no contrast what so ever, and if you get your main pieces to start popping with some nice warm highlights, and some great soft cooler shadows (no blacks, colourize those sexy shadows) I think it would…
^ ^ What Josh says is very true. If you can make nice breaks where this stuff will occur AND reduce the number of islands (which lead to seams) then you'll be much better off. The lightmap is looking much better. You could still select all your UV's and scale them up in Y and fill out your 0-1 and get more lightmap res.…
Having the textures look less obviously tiling isn't something you fix in UDK. You just need to be smarter about painting/tiling the texture. You need to find a balance between consistency throughout the entire texture and unique details. If it's too consistent it's boring and flat but if it has too many unique details…
Thanks again guys ! :D @ILLMATICC : It's depending on wich part we are talking. The pants was pretty quick in zbrush. I just did a shell to have thickness, paint strips of stitches and seams, and add some little wrinkle to make it looks like less iron-flattened. For the webbing jacket I chose to do all the pockets in…
Sketched out some meshes for an idea for stairs, trying to bring back in some man made architecture. Added a placeholder statue head. I want the head to be bowing to the throne in reverence etc. Still playing with lighting ideas. Would like to get some dripping water/frozen waterfall from the ceiling in there somehow.…
Hey 5ROv nice one, the back look cool. I loved the first dead space too, so scary :smile: . It look like you rush to quickly on detailing this guy and didn't take enough attention in basic shapes and proportion. You have nice details but your character lack stature, and well defined form of the human body underneath the…