Great work on finishing a whole character! I think the biggest thing letting down your character just now is the texturing. Nothing particularly looks like a defined material, and a lot of them look flat and boring. I'd say don't rely too heavily on Substance generators for such huge parts of the character, top and all of…
@Boosted24v A definite improvement to the shape accuracy with the additional details in the front and the softer shape transitions in some areas. Working through the major shapes to make them accurate at this stage should make things much easier when it comes time to add the details later on. One thing that can be helpful…
Linear: Standard transform of Linear to sRGB. This doesn't include any tonemapping, so you will get color artifacts around areas that would go beyond 1. Can look pretty flat and is restricting with value ranges. Reinhard: The implementation varies quite a bit, but it's similar to a Logarithmic curve. It addresses some…
The robot is a cool piece, but I think it suffers from a few errors. The normal map looks really odd. A texture overlay across the whole flat is a no-no. If you want texture like this, rotate the pattern to match the flow of each surface. And consider which surfaces would get it vs. not, don't distribute it so evenly…
Thanks guys. Shrike, I tried different backgrounds and the glow thing like I have it on the high poly shots was the first think I tried. Unofrtunately, the gradients look really bad and I don´t know why. They are not smooth. I have an Eizo monitor and a Samsung TV as a 2nd, and it looks bad on both. So I went for a flat…
Great job Brians, I have totally missed this thread up until now. I fully agree with Sebeuroc on all the points. I would also like to add some points as well. -I think you should add more geo to smooth out his silhuette. His fingers look really low poly and his shoulders and arms look a bit blocky. - The folds on the arm…
thanks guys! @Vovosunt - I would love to add more but it's a mix of budget constraints + the fact that these are based on in-game items (I want them to be recognized as such) that I haven't altered it more. I actually had a similar suggestion from another one of my friends too! As for the banners edge - I tried both…
Very awesome work man! Love it :) Regarding PBR and colors etc. The Dontnod chart "should" work fine for you if using Unreal4, because thats what they actually ballanced their values for. Another thing most people forget when stuff starts looking too flat is basically 2 things: 1. Exposure! Thats alsmost half the deal for…
@ snader: The current image is just that and image, a perfectly laid out, flat, version of the final image. The wobble you are talking about comes from the fold in the fabric itself (normal map) not the flat image. I would not paint the shadows into this because then it would interfere with the lighting. If I were to take…
HOLY Shit!!! Thank you all for taking the time to critique!!! Okay, so response time. Ya, for sure. I wrote a bit in my last post. I'm sorry I guess I missed the second half of your post somehow!? Anyways, I will definitely get some depth going, which I assume you mean the fact that everything is pretty flat up top. I'm a…