Thanks man! you'r right i did keep everything subtle but maybe it was way too subtle than it should. Another thing is lighting (where am mostly having troubles), you can not see all surface details. By the way it's a highpoly model with millions of polygons. Here I did the texturing in keyshot without valid UVs to save…
I was in a similar situation, the same age as you back in 2016 when I started seriously doing 3D. From my experience, it took me about 2-3 years to improve by dedicating at least 3-4 hours of conscious learning every weekday. Just keep pushin' and pullin' those polygons. With the proper guidance, you'll eventually get…
Would have liked to see more polygons on the mushroom man, as well as increased subsurface intensity. The hands also bother me as they don't really make sense anatomically. The texturing says realism but the overall form says cartoony, which is an odd mix. I think you should also pay more attention to the texturing and…
So, I managed to find this: https://docs.blender.org/api/blender_python_api_2_77_1/bpy.types.Mesh.html#bpy.types.Mesh.loops So far, it's a great start, and I've already got the vertex colors and texture coordinates working. Apparently, I can't reference a vertex position from its index in the polygon. The documentation on…
Rather than trying to match 1:1 what you see in the game, i would take it as a concept and use it as inspiration. Remember that Solaire was made with some pretty brutal restrictions in terms of polygon and texture budget, and so things like his gorget would not be functionally accurate. Make Solaire, but make the Solaire…
First female civilian model. No texturing, UVs or biped setup yet. She comes in at 721 polygons, so not too much higher than her male counterparts. Turns out females have more curvature than male models. If you haven't checked out the entirety of the pack, feel free to visit the page: Character and Weapons Asset Pack
I'm not sure on poly amounts, but the trees might be the most of your polys in the scene. You should retopo that wall as well, there's a lot of waste of polygons there that could be better optimized. If you've taken this time to make this nice looking hi poly, take the time to make the low poly. The model is only suffering…
Good going keep it up, you will be using these skills time and time again. Look into polygon modeling techniques eg hard surface modeling. a good place to find out more it on these forums under the post titled How do you model them shapes. Your high poly could be a simpler and the new techniques could save you time and be…
Regarding your trees, I think you should start with cylinders for the trunk and branches, unwrap them first and then add loops/crook them, as it will allow you to paint a straight texture and let the bark follow your polygon curves. Unless you really insist on retopoing from your HP (I really like how the shape reminds of…
With that first character, you've got all the colour changes lined up with the polygons, so with a bit of creative UV-mapping, you could map it all to an 8*8 instead of a 2048*2048. That would make it very interesting from a technical standpoint as well as from an artistic one (and you'd save just under 12MB of memory one…