Dropping another update here for this project as I've progressed more and would like feedback as it's starting to look closer to finalized. Made a few test renders after building up the foliage, tweaking some post process values to saturate the scene more and added in a simple snow falling niagara particle system. Added a…
Look into edge decals and distance field material blending. Right now the meshes have pretty sharp edges and sharp (i.e. no) blending between adjacent surfaces. Maybe look into edge damage or at least chamfer some edges here and there. Also, even though poly counts (!) are not an issue anymore its still a good practice to…
The difference between Toolbag and Substance here is likely a difference in lighting. For metallic surfaces, all the color comes from the reflections, so the look of the surface will largely be depending on what sort of reflection data your light sources create. In Substance, you're using an HDRI panorama to light the…
Damascus is created by combining two or more different metals in layers and compressing them together with heat, repeatedly folding and compressing it (among other methods). I believe Damascus was originally a single metal with unique properties, but all the reproductions of it aim to "mimic" it's visual qualities. To…
everything looks like it's been chizzeled out of wood. none of your curved surfaces are really reading as curved surfaces... your texture work over-uses overlays of photo. and your normal maps seem to be only for the micro details. with the exception of the couch which looks like a hybrid of baking out a normal for the…
Thanks for the input all! Just want to clarify: Each Challenge will have a total of 4 concepts: 2 "Hard Surface" and 2 "Haind Painted" - 1 Prop and 1 Environment each This was by community request when we revisited the Challenge guidelines a few months back to accomodate as many art styles as possible - we want as many…
I'll breakdown my critique into dot points: - scratch details are looking good. - Some of your normals are to big (Bigger details on the brown but smaller on the red) - Its appears to be a red painted barrel so I assume the brown is rust? but it does not look like rust and seems your relying to much on your normals for…
Just because the texture is larger than your screen size doesn't mean you are being wastefull. For example, a lot of procedural shader utility maps can be quite high res. Another example, Normal-mapped Hard surface assets are not a flat plane, they have a bunch of curved surfaces and lots of little UV Islands that need a…
It'll help people critique your work if you can post some reference images that you were working from when making this. The first thing that stands out to me is that the grime and the wear seems very random and evenly distributed across all surfaces. You mentioned not using any smart masks in Substance Painter. I would…
The lighting looks way better now, good job on it that. It really makes everything in the scene believable and the texture issues already mentioned much less noticeable. I think you said something about doing a high poly in mudbox to make the normals on the barrels. If you talking about sculpting high poly barrels, I would…