A. Not really, you might have scratches that need to go across seams flawlessly and doing that in photoshop is a pain in the ass. Plus its easier to visualize on the 3D model where the wear and scratches will need to be. B. It's really not that hard. Planar maps or auto unwraps based on smoothing or angle will cover about…
@Xendance Thanks for that exposure tip! I liked that first iteration too but it didn´t have interesting shadows and it lacked diffuse lighting a lot in some places. @krystalcampioni I´m trying to go with semi realisic style. Taking some freedom with things but still try to keep materials and proportions right. Those seams…
There's some nice stuff in here! As far as portfolio layout, in general it's fine, however, when I first loaded up your home page I saw 2 items and immediately thought that that was it. Added to the fact that both are quite small, nothing grabbed me and I almost closed the tab. I think you would benefit by putting a larger…
Second this, furthermore I'd avoid those random colors for illumination. Use one color, two at max, and make sure they work together. A lot of your shapes in your model are very sloppy looking and don't read well. For example look at the holes all around the model. You material is probably not helping this at all. I would…
mental ray can be a bit tricky but the main things, try the 'Production' quality setting in the render globals. that will bump up the setting automatically for you. under the quality tab in render globals take a look at your sampling settings. try to bump up the min and max sample levels that controls how much sub sampling…
Nah, it's not a stupid question at all. It would've helped if I'd explained it better in the first place too. say you were to uv and then paint on your sculpt in mudbox or whatever, you'd probably want to have a relatively high resolution texture so you could get some fancy details going on so let's just say you use a 2048…
The shiny look can be a content creation issue, often comes from misreading the lighting conditions in reference images. But it can also be a style, some people intentionally push a glossier direction, just as a matter of taste. In any rendering system there's wiggle room with regard to dramatic vs understated material…
There's a lot of bits and pieces out there, but I have never seen anyone do a complete breakdown and I've always been interested in digging in myself. Here's some relevant links: Creating accurate normals from photos has been around for a while; http://www.zarria.net/nrmphoto/nrmphoto.html Splitting specular and diffuse…
I don't recommend Ddo or Substance Designer, since they are both procedural. Textures will look alright with them, but they are no magic programs and require some effort put into learning them. Substance Designer is probably useful if you make large scale environments and need a lot of variations on popular materials. I…
Good start here. I think your biggest issue so far is defining the separate materials. Your metal appears very similar to the plastic, and both of them have more "bump" than they would in reality. It feels as if i reached out and touched it, it would feel rough. But in reality, it would be very smooth. Could be due to the…