Oh my, I thought that low poly meshes were just placeholders for baked textures but from what I gather now low poly topology and shading does influence a lot in the baking process besides the UV's. To confirm this I baked a normal with the low poly mesh set to shade flat and it completly changes the result (obviously it…
Too much detail per piece IMHO. Use mostly flat meshes, and only put the detail where it will be obvious. Can you show shaded wireframes please? The flat wall, the detailed wall, and the brick(s). What photo reference are you using for inspiration on the overall castle shapes? Don't forget to think about the addition of…
Hey! I like the design, especially the sketches and flat colors! In my opinion flat colors (+ basic shading to describe shape) with additional info such as break downs, details and material references works fine to describe a design. I think with rendered version the lighting/shading is too busy because and makes the large…
I would make the buttons having not 90 degree angles , maybe 70 deg or something, kind of a slant, make them all smooth and single UV island except the border with the main flat surface and ignore a bit of non-perfect shading gradients and banding. If it's just a small thing on a screen. Especially if they are not very…
Totally agree with popol's comment. I think your character's got an interesting style but the texturing of the skin especially is very flat. Seems to me like a flat color and also a very dark-red one. I wasn't sure if you were going for a simpson kind of look with a strange skin color or it was actually a ''mistake" Play…
In Unreal you will get a seam in your specular anywhere there's a UV split and the normals aren't parralel (eg: it's not flat). Even if the surface is flat you can still get a seam on the model. In the case of the pipe you have there I just wouldn't unrwap it like that. I'd go into max and make a new lowpoly and render to…
The lighting makes the scene looks flat and it isn't bright enough. You've got some clashing low res textures, such as the rock on the left in the second image. The leafy, green trees in the 3rd and 4th images would look better with some AO because they're currently looking too flat. The same goes for the huts. You should…
My biggest suggestion would be to push your model style more as suggested above. The planks on the deck are the same size and length, the porch is just a box, the stairs are perfectly flat -- the building itself seems to have a slight taper on it and that highlights the flatness of everything else for me. I think your art…
Right off the bat, the lighting doesn't make any sense. It looks like you threw a point light in the center of the scene, and it doesn't have a visible source. Everything is lit with this flat ambiance that doesn't do anything to enhance what looks like some decent detail that you've put into the textures. I think if you…
The grout is too flat. You should create a zgrabdepth heightmap of your texture, apply it as a mask to a 1:1 plane, and blur it. Then subtly apply a displacement to the plane (either in or out - experiment) and then drop the plane with the displacement to a pixol layer, which you then move along Z as needed. You can also…