Looks good but I think your normal makes it look soft. Perhaps hardening/ flattening some faces. Also did you intend on making the ploys visible with your texture along the edge?
i'd prolly start out with looking through pretty much anything put out on the wii... Lots of soft colors, round edges, and for good measure, anything from ani http://annekatran.blogspot.com/ heheheh
Amazing cloth work, all the little details are great (tape, glove, ring, belt, pushed up sleave, cigar). I'd love to know your workflow on the wrinkles. and such a nice soft face :P.
Hello! I'm beginning Unreal 4 & Substance (first time for both softs). I'm posting The Bloking of the Room on Unreal! I'm doing textures in the same time! I hope i'll finish in time!
My feedback will be short, for the production we need about: -20 soils -30 grasses -30 concretes -30 bricks -30 woods For now there is almost nothing from this :( Studio soft looks great.
Try changing between "surface normals" and "geometry normals" in the advanced settings. One is using all "soft" edges for the search rays and one will use the lowpoly normals, I never remember which :P
Tone down the scratches on the diffuse. If you have them in a layer (you should), just reduce the opacity or change it to overlay or soft light. Given that they're really bright on the specular it should look nice.
have you tried the blend if layer style..? its working like a keyer... just move the arrows to the gray value you need to mask and with alt+rmb you can do a soft falloff...
Hi man good luck with this :D be carefull when doing your HP model, make your edges soft, it will help you when bake normal maps check attach for more info.:)
Thank you! :) This sounds like a good idea for the hair, as just alpha maps seemed to make the hair look a little too soft and floaty.. (though this could just be something I'm doing wrong!)