Very nice work. :) However, you should remove the Cavity and AO details from your Albedo texture - your Albedo texture should not contain any shadowing information at all if you are trying to make physically realistic props. AO and Cavity are separate textures in themselves. If you open the "Occlusion" rollout within the…
Can someone point me into the right direction for either a crease tutorial, or a good reference for a crease? maybe I should explain better...on the arm, I'm trying to add a realistic fold/crease/"constantly-bended" area to the front of the elbow. All of my ways I've tried to get this effect look kinda silly...the one I…
A good thing to keep in mind when creating realistic textures is to have about 80-90% low frequency details, and 10-20% high frequency details. If you look at games like Half-Life, they did a great job of this. Your high poly model is ace! You're probably sick of this model by now, but I think it would be worth it to give…
Add3r Thanks for the feedback, appreciate it. I will flip down the front sight (wasn't sure how it's used with reflex sight) and try to have more separated objects for future models, where it makes sense. I'll also remodel the pressure plate to something more realistic. I'll post an update with pics sometimes next week,…
Quoted for truth... Max Payne's universe is very dark/dirty but still realist. In the video game, the people are crazy, not really the world itself. (even when he gets his bad trips in the video game, it's still linked to the story/universe). Here we have a mix between Narnia with this death Harpie "scary ninja vampire" (I…
Overall this looks great. The waist area looks a little off to me though, like his crotch should be a bit lower relative to his butt. The head is also a bit too wide for woody. For the veins on the legs it looks like they are either uniformly popping out, or not at all. It would look a little more realistic if the veins…
Heh, yeah, I kind of depressed myself a bit there. Do take into account that those are the words of someone who's had a good few years to get bitter and cynical about how things are. I think you do need to be realistic about what you're getting yourself into though. Games are a tough industry and Australia is tougher…
Thnaks guys. @Aeseeberg04 Ultimate trim technique looks super cool. I will deffo try to utilize it for the purpose of my scene. I have a question though. Have you ever used it with the more photorealistic textures? I Morten mentioned that because of the stylized style of the "Sunset overdrive" it was not an issue. I will…
new update! i re-did the leaves again...i cant figure out why they look so wrong, seem over saturated but when i de saturate they look too dark. I'll figure that out later. I'm going to take a new direction with the roof and add realistic elements to it like support beams and stuff. I'm also going to completely redo the…
The first PBR tutorials on the internet were hard to follow, because it made it sound like the workflow was entirely technical instead of artist driven. It also didn't help there weren't a lot of stylized references in the beginning. It became easier to accept when I just treat it as "realistic workflow" because there were…