Hi all. Please look my work from postapocalypse project: The skies http://skiesmmorpg.com PBR workflow , Unity 5 (metal\smoothness) Polycount all model - 15 000 tris Texture 4k Soft - 3ds max, mudbox, Zbruush, photoshop
for which reason do you have to do it? zbrush normalmaps are just not made for realtime display. Its starts with the lack of soft normals and ends with it not beeing synched to anything?
I think it's the pores, they look a bit too sharp and as a result the skin loses its softness Otherwise that pattern on the main article of clothing is especially excellent! Great work
It's a pretty nifty design, but it's all a bit soft and squidgy at this stage. You need to pull out your Hard Polish and Damian Standard and get to sharpening it all up.
Looks like your edges are too hard, especially on the stock. There are a few creases too. On the other hand the grips are too soft and look strange where they are supposed to attach.
Epic are working on it. They've released distance field ambient occlusion and recently, ray traced soft shadows. VXGI was also announced and Epic said they might look more into it.
Modeling: Geometrically it's simple shapes with hard edges. Lighting: The soft look is typical of big area lights, GI, AO and some post production Texturing: Thyere are no textures
Well done! The textureing looks good and tight. The leather bits are particularly eye catching. The specular on the face could be nosier though, it feels too soft for such a gruff creature.
you could try masking + polishing it out, or you could try projecting the original high res details back to that area by applying a soft mask selection and projecting