Looks good so far. You have some nice layout/construction. Everything reads well. I am finding the textures to be too flat though. Even if you're going for a flat look you could use more variation of color and saturation.
yeah but basically i want the noise to deform the mesh on a +-0 scale. Like basically it raises the surface as much as it does lower it. example: if i took a flat plane, painted noise on it, and then brushed it over with a smoothing brush, it would become perfectly flat again.
I really like the cell shading look you achieved. Perhaps it lacks a little bit of shadow, it looks too flat. The base and highlight are here, but some localized shadow would add a little bit of volume without killing the "flat" aspect of the shading.
I think the upper lip is way too flat, personally. I may be wrong, but it strikes me as a stylized feature, and incredibly out of place with the otherwise smooth/realistic features. There's still some arc out even on people with really thin/flat lips.
So, you want the leaves to not look like flat planes stuck in a tree. What about, not modeling them as flat planes stuck in a tree ? And yeah if unreal does not support edited vertex normals, you surely can hack that using a tiny texture.
@Chronicle The previous screenshot I was just working in Maya with the lighting to flat lighting while I worked on the diffuse maps, hopefully my updated render in Marmoset looks less flat? Let me know what you think.
Hi, thanks for comment. I'm testing 3d eyes and that's results: Which eyes are the best? flat dark, convex dark, flat bright, convex bright ? Each eye is +20 tris (where all Slag has 1400-1500).
actual state, but still WIP. You guys see the radar thing on the top... the normalmap is flat and i don´t know why it´s shown "cone-like" by light. The geometrie is flat too... hope this is only a problem in XNormal:
Thanks for the responses. @frubes: I've curved the pelvis a little, I agree it looks a little flat, in fact I think it still is too flat but I'm considering enlarging the whole pelvis area and I could add an extra loop to curve it more. @nrek: Cheers man, I see what what you're saying with the ball, as the ring replaces…
After texturing a bit, I realized that some of the colors were not perfectly flat. Thus on a few parts the material doesn't cover it. I've just fixed the color ID by making all the colors as flat as possible. how do I re-import or re-connect this file?