This looks really good, but i think the shadow and SSS scattering distances need to increase across the skin, the sharp red line where the rimlight hits looks really unnatural.
Very nice axe modeling and texturing - love it. One crit: The blade looks a bit bulky on the sharp area - like it supposed to be a mace and not an "axe" @mcerasoli : thanks dude, didnt now that! Iam on it
Looks extremely good, how are you finding TB2 as a platform for environments? On a closer look I found a weird sharp light cutting through your wall in the top right corner of your images.
That graph looks wrong - a material with roughness 0.0 and metalness 0.0 should have a super sharp and obvious reflection - thats what shiny/polished plastics are ... your graph has no visible reflection at all until you hit at least 0.1 metalness...
I dig it too Jandokenpon :D Rockin tits Haz :) butt_sahib> friggan nailed it! However, I think you need to clean up the normals/geo that are getting jagged/sharp at the edges of his tunic, and make it just cleaner; less specular too. Its minor but it distracts my eye like crazy, taking away from the awesome sculpt :)
Trying to learn Maya shaders... I'm not sure if the light helps or hinders my tweaking, but i'm having alot of issues with the specularity, regardless. Can anyone give me some pointers regarding the reflectivity and glossiness on the mia_mat_x, please? edit: a spec map on gloss doesn't seem to do much up until a certain…
DenO, that's fantastic. I really love the sharp look of it. PogoP posted a super cool nDo radio a few days back, and got me wanting to try nDo. Being the non-creative heathen I am, I more or less shoplifted his design. Of course, his was way cooler and can be viewed here. But in the meantime, here's what I ended up with.…