This will probably help, it's not a simple fix. https://lipuster.wordpress.com/2011/03/02/occlusion-and-luminance-transparency-solved/ When I was doing rendering work with MR, I would trim my planes very tightly.
Looking good man, I would say that the metal around the abdomen and as the trim for the hanging cloth is a little misplaced, it wouldn't flex at all. Maybe a replacement of material? Like a tough leather or something to contrast the cloth.
Yeah, I agree. The texturing doesn't look good. Would love to see that trim along the blade of the knife. Could probably do that via your metalness/spec and gloss and make it look really slick.
That alternative polish seems promising, I'll give it a go soon. To answer your question Mads I usually use soft touches with the trim dynamic brush, for me it seems to be doing the trick pretty well.
I agree. It looks insanely high poly. Most of the panel lines where you have extrusions could probably be done with trims that have bevels in the normal map. It does look really nice though :)
I love Iggy pop. Coolest.body.ever. remember to get the feel of the "lose skin" on his oterwise trimmed body. Right now, even though your muscles are a bit hanging, the body looks too young.
Color Update: I like it, but not sure if it fits in the Quake universe (might need to de-saturate the gold trim and add more greys instead of dark blues/close to blacks). C&C welcome and appreciated.
Getting in on the ground level of figuring out what works and what doesn`t is a huge task. You`re gonna have to poke, prod and push (and trim) a lot to get the level you want. (benchmark)
Looks nice, but I wish the compound had a more interesting structure besides just being a rectangle with trimmings stuck on it. Consider modeling some wear and tear or add some variation to its base texture.
What sort of game is this for? Its mesh could use more details that aren't just baked to the texture. The lights + vent + trim at the bottom of the main support frame could also used geometry to sell their shapes.