Honestly, that seems weird. My eye isn't great for concept art stuff that isn't character/prop work, but your work looks... pretty solid? You do have a large number of pieces... Might need to trim the fat? * The raqay - lab piece has a lot of high-frequency elements and it makes it hard for my eye to rest... even though…
Forest update! A lot happier with this lighting and composition wise. This is just one area of the map of course ^^ Still working on polishing the tree foliage shader, want to get it to feel more consistent with my hand-painted stuff. I was originally going to hand-paint cards for the trees but due to time opted for this…
Hello I would like to share this nifty tool I just found that works in just about any drawing or graphics program to smooth your lines as the lazy mouse option in zbrush http://people.happycoders.org/kamih/wordpress/?page_id=46 happy drawing!
Sett no actually it seems perhaps you dont. When a local 100 year old company actually starts to plan its demise because CAFTA policies and the industry it imports will likely displace 200 workers forever, this is not a free economy. Free for the non-American workers sure. A man I know worked 30 years in an industry only…
Right now I find it hard to make anything out of this. You say that you would want feedback on if you should do a more realistic approach or not. But that is hard to say without something to show how you want your end result to look like. Either do some concepts, or make a mood-board. Because right now I see no "reason"…
I don't think there's a magical brush setting that's going to get you instant results. Sure, there are some that help get the job done but something like that could easily be done with a simple hard round brush with pressure sensitivity. You're likely better off just picking a brush you're comfortable with and running with…
Hello there, I'm currently doing some tests with ropes, I made an insert mesh which I UVed in Zbrush and created a curve to make a rope brush. Now each section's UVs are overlapping to save UV space, but when I bake the whole rope in SP I get these seams. There are no seams if I just unwrap the whole rope in one go, but…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
Hi all. For the practical purposes in hard surface modeling and pbr texturing i made a game-ready model of Casio G-Shock watches. I thought about this asset as detailed prop on player hands in modern first-person shooter. 4.600 tris and one 2k texture. Hand model and textures from tutorial by Eugene Petrov, i used it only…