Thank you guys for the awesome feedback! Here are some changes based on them and more progress: Vegetation is more colorful now. Maybe some flowers later on, or in the next area. @beefaroni: The rubber was already quite detailed. I tried some changes (like the diamond pattern), but it wasn't working very well with the rest…
I started using more layer FX recently and in some cases it saves lots of time. I used to think that stuff like bevel can't produce good results but it's only the case if you completely rely on it and don't paint over it. Or if you leave all the default settings rather than tweaking them to your liking. I'd recommend it…
Everytime this thread gets back on track, it soon enough becomes confusing again hehe This totally confuses me hehe. Pixel transparency locking is actually a bit of an advanced technique really - I would bet that around 90% of photoshop users don't even know what it is (and that's totally fine, to each their own) It sounds…
stepped away for a while to work on another character, but decided to try to finish him with your most recent suggestions taken into account. crazyfingers: I lowered the brow (he did have a perplexed look on his face before), added a bit more color variation to his skin tones (more blues, reds, greens, yellows) than…
If it works for ya I don't see a problem with it. I think it can be a smart maneuver to error on the side of painting too big and down res than it is to paint too small and try to upres later. Going up in res never really works out well, going down can be made to work. That's why I kind of sit in the middle on the issue.…
Hi everyone, just some more updates incoming... Firstly, here are some textured assets... For this I set up a Metal smart material wiht some tutorials online and tried to make a 'steamed glass' material for the glass pod in the center. I think it works pretty well but I have made refinements to the material in later assets…
When its just as fast and will look the same. Or when it will be hard to get the right shapes by sculpting. Modeling in layers can cause a lot of problems, especially if that is how you do the final low ploy mesh is going to come out. Sometimes modelers get so caught up in modeling that they just retopo the pieces instead…
This 2,5D zbrush canvas is inconvenient as hell , even using layers. Instantly destructive once you drop a thing . You have to plan evry step ahead. Evry fill color if you expect to extract some masks later. It never got a single update since 1999 release. And so far nobody tried to do a decent non destructive alternative…
What you did there with the normal map... DO NOT DO!!!! The wear that comes with age like that would be in the spec map. Sure some tiny divots from being hit by objects but that's all. But those are not needed to get the effect that you posted as your reference. What you need to do is pull back some of the wear on the…
Nice model and texture dude, one thing i would look into is simplifying the wood in your specular. A lot of times people make the mistake of almost mirroring the detail level of their diffuse in their specular(just more or less contrast) and this really can be bad for certain types of materials. I like to really simplify,…