i'm actually the guy that made this tutorial and there are a lot of things I would recommend today that I didn't know enough to teach at the time. first, your UVs are making it harder for you to texture this, look at for example the way the side of the blade is split into at least 3 parts - it will be harder to texture…
If you're going for realism. 1. You need to create better dunes. Gather some references. I know it's hard to create nice dunes, lots of them. But that's the most important thing you should do right atm. There are tutorials on youtube showing you how to do it. 2. Sand normal maps aren't natural. Looks like as if you've used…
You have a very nice start, since you are still blocking out some things I did a paint over of a couple areas The armor around the arms needs the silhouette to match the concept, currently what you have is very flat. Not sure if you just haven't gotten to it but don't forget the tassel-type things that wrap around the…
It's not that I have a bunch of geometry with stretches all over it. I'm in the process of creating a variety of desert canyon environment assets, each of which uses the same rocky/sandy texture, which I'm also still in the process of adjusting. But the general shape of the texture (basically a gradient between sand, rock,…
Couple of lighting thoughts - - Even lighting is flat and boring. Focus on an interesting light source that will create nice shadows and forms. - Create pools of light so that your scene does not look flat (again, make sure the lighting isn't even across the scene). Play with the falloff of the lights and think about how…
It seems to me that you are using the Spec/Gloss PBR workflow, Am I right? If so you make a lot of mistake regarding your albedo or Spec values. You have to understand that if you are working on a PBR workflow, your Albedo is suppose to be a flat version of your texture with NO SHADOWS or LIGHT informations, only colors.…
This is super important right now. The normals on the edges of your tiles aren't matching. You can fix that by changing the smoothing, unwrap the object so the UV seams are the tile seams. Typically you wouldn't have depth in your tiles they would be more or less flat planes, why create depth if you're going to cover it…
Ok gotcha Then we will try something else. Because I didn't see anything else posted I didnt look at the date, was just thankful for your post on my thread. The face is all I can see, I really would chuck photobucket. You have some nice sweeping designs going on with the horns. On the corner of the eye you will see a…
http://www.xnormal.net/2.aspx It's really easy, good for normals from what I hear although I haven't made any normal maps sicne I got it. Click on tools and pick the ambient occlusion generator. it can use a 3ds although I export it's native .sbm(?) format from max to use. Then you tell it what to name/where to save AO…
I'm having a bit of trouble wrapping my head around your method from descriptions alone. Are you generating three mesh to curve outputs, sampling and blending them then offsetting points around? I'm asking because I'm doing something similar to generate hair cards, blending different curves for root, body of the card and…