BTW, bit of a tangent, but since Xoliul and EricChadwick both mentioned mip-mapping and the various pros/cons of it, isn't that the point of "anisotropic filtering", to allow mip-maps to be used but still retain the crispness when viewed at sharp angles instead of over distance (since traditionally mip-mapping at sharp…
edge split modifier, it allows you to have hard and soft edges in blender, throw the modifer on the stack, check off marked edges and uncheck angle. Than start makeing edges selections and hitting control+e and selecting mark sharp. or us a script to marke all your UV seams as sharp.
The greyish building on the left side could use a much rounder edge for the corner of the building. The types of stone it has for the texture would not be sharp at all, and since that part is a focal point, I think you should revisit that. Textures are sharp and with a few color adjustments as people have mentioned this…
No the normal map one it actually uses the same underlying code. Although you can choose to output 8 bits per channel, or 16. The 2D one though is a customization which bypasses the blue channel. I just wanted SBSARs I could open in Substance Player, and to share with people who don't have Designer.
Keep in mind. Even boxers are not hugely buff like this guy. He looks more like a body builder to me. Also smoothing your muscle transition from one to another. They are quite sharp and sudden. Look at your ref the muscle are smoothed not sharp when it comes to the edge. And even on buff people this is the case.
I think your high poly sculpt is a great start. I believe that the bottom of your ocular rim is a bit too sharp. Im also not reading his cheek bones well. I believe once you add some really deep sharp wrinkles it will add some great feeling to the character.
Swiz I personally dug the dark underclothes and the red puffy bits. With them reversed my brains just /. I think part of it has to do with the natural inclination that something underneath is occluded and thus darker. So its fighting for my attention in a bad way vs just reading naturally. I realize that it can/has/will be…
Love how you did the sword effects. I think the hair is too "ragged and worn" looking because of all the sharp edges in her fringe. If you did less sharp edges, make it one long lock of hair, it would give her a more feminine and softer look! Keep it up, looks awesome so far! :D
Your edges are really sharp. While machined edges are really sharp in real life and that looks great in the HP, it won't catch the light at all once baked down into the LP due to aliasing. Loosen up/smooth some of those edges and you'll have really good normals to work with when you finally bake it. Good work! :)
Bartalon, ok I tried that feature in max but the edges are extremely sharp. For instance, in modo you can set the angle of sharpness on selected edges and you can make them a bit smooth like they should be. Anyway, it seems that the only choice is to add more base topology and perhaps I can smooth some weird looking…