The stuff looks decent enough. I think you could work on your presentation though. I would show the wire frames for longer and more clearly. Get rid of the textures while showing the wireframe, and show some close ups of some of the more technical areas.
ah that works, thank you! one small problem though, if my mouse is off mesh, it rotates at an arbitrary point far away, and if im super up close in wireframe mode, the point is often picked to be far out behind the mesh. Is there any way to change the behavior?
Hey Antonio, I will be using polycount too now :D! Like some people asked, I want to see the wireframe too, I'm interested to know how you are doing the leaves, they are really awesome and I need to learn how to make good foliage :s.
@throttlekitty I tried all of your suggestions, but nothing improved. Also discovered a new bug 1) Activating Wireframe on Shaded also does not work if in other viewports that are not perspective. I also tried exporting my mesh and into a new scene, and it's the same problem as the previous scene.
I love the detail in here, great stuff. Wireframes look great too. Only thing I would try and add is a bit more information into the roughness maps because the spec is feeling a bit too clean/even, specifically looking at the gold details you have in there.
I quickly drew a wireframe, it looks like shit, but you got the idea. Also try to avoid ngons. (Polygons that have more than 4 sides) You might have some hard edges that should be soft too. https://youtu.be/yv1PQf_j3zY?t=39s
May I ask what's the name of the company? Regarding the model, I can't tell you if you should or not showcase it, but I personally wouldn't, the textures look rather unfinished, don't forget to show the wireframe because its supposed to be a game model, and the render is not helping either.
So we will continue. After applying some effort mudbox work was completed. The next step was to create hairstyles. Hair was done in Maya, and there have been set up materials and lights. But let's get to the results. Model with height map and normal map: And fully textured: With wireframe:
Thanks for the reply :) By edgeflow you mean wireframe or the rendering? I do think that I need to showoff the edges more with my rendering which I hope to do in my next rendering after I've finished the high poly, only have a few parts left.
High Poly I cant seem to find the textured high poly version of the hair so these renders are using the low poly model on a highrt sub division Low Poly i will post more images soon of the wireframe, texture sheets and highpoly if my computer will allow