yeah i'm not convinced by the specular highlights on the water shader either - you can see them floating along the top of the water rather than flickering randomly like water should.
This is really good so far :) Why put fog in there when you could show the bottom of those rocks as well? And put in some clouds that float around to give it some perspective!
Yeah I know,and I always make a point of bringing my own smokes to those countries.. some of the local brands are awful... not to mention all the fake cigarettes floating around..
I wouldn't weld the arm band onto the arm. You'd be better off leaving it a floating object or even just normal mapping it into the texture given its entirely flush with the skin
It's looking really good. He looks like he's floating a little in space, though. If there was a shadow beneath his feet I think it would help in grounding him in the image plane.
The detail si fairly small so you could just model it and have it float above the model and bake it down into your textures https://www.youtube.com/watch?v=ny-M4QRGFN8 as such
Yes, exactly. That method is a great time saver, don't be nazis about topology: if you 've to bake it, especially, even floating geometry is ok, so why bother yourself? -peace-
Model looks great, what did you use to render? Did you use floating geometry ? Im not a fan of ow you are showcasing the UV sheet the the normal square that way
use floating geo to mimic the space between the plates instead of actually modeling the plates? much easier to conform to your main mesh shape. the sweep modifier works pretty good for this.
Looks great, one thing I noticed though how are those metal brackets hanging down from the roof attached in the first screenshot? Sort of looks like they are just floating there.