For your portfolio, I'd recommend ditching the wood background in favor of a solid color. It'll appear more professional that way. Looking at your work, I would say that the one thing you need to really work on is material definition. It seems as if most of your objects are lacking specular and gloss maps and they appear…
Just wanted to say great job taking critiques and using them to improve your work. The new sky makes the whole scene 10 times better. My concern now is that your textures are all getting lost into one big blob of brown. It's hard to differentiate different sections of the buildings. Maybe up the brightness and contrast of…
Wow, the environment art is really really underwelming. I'm guessing I'm the only one that noticed the horrible real time depth map shadow flicker on everything. This does not raise the bar for open world next gen in my opinion. It's basically one light with bad shadow quality and diffuse textures? No ao, no detail map, no…
Hey! Looking cool. I always enjoyed this series of games. It would be good to know what your plan is for this character. Is this for a high poly sculpt? Lowpoly with normals? Diffuse only? You're asking questions about topology, specifically on the face, yet you havent posted the wires for the face. Please, answer those…
You could make your wall in zbrush as one single surface and use the lowest subdivision as a start for your base mesh. It is harder to get it to tile properly as you can't copy a row of stone blocks from one side to the other like you would in max. I have used this technique for walls that have cement in between the…
i'm by no means a good artist,but i do have some crits on your model. Right now it looks like he is bending forward. His upper arms look really short. TBH i think this would look better i you would just make a low poly version with a simple diffuse and without normal maps. On your reference he doesn't seem to have detail…
Isn't emissive usually just adding color or perhaps fullbright diffuse texture, while glow/bloom is a post process effect? I mean you couldn't make an emissive glow outside of an object, while your post-process glow/bloom would. Oh, and I made an AO demo a while back, might help to enlighten what the effect will give you.…
Enix: It looks like you've re-UVmapped your mesh using GUV tiles in Zbrush...which the link you've provided instructs you to do. You can then export that low model as an OBJ from Zbrush into max, set the normal it generated as a diffuse texture, align the ZBrush low with your Max low (with the nice pretty UV's) and bake…
thx very much for your advices ! I will modify the low res version and maybe add some features on the hi version, I find some areas pretty empty actually.. because the character will be pretty far from the camera I don't want to had to much details on the model and put more details on the normal map. here is a screen cap…
AO is very important part same as color etc. As to me it is even essential especially for old school cause there is rare or no lighting on objects/characters. Where it is possible to add it pays of by adding better shape feeling and definition to the object. It is easy to do with vertex color (and that's how it is usually…