Hi seework, Firstly - really interesting image! Pretty much everything about it is very intriguing to say the least :) I think you're absolutely right about the brighter values in that they're overblown out of saturation. Areas such as the light on the wall, the skin and the neon sign all make a lot of use of less…
you should create a fully subdivided model to bake onto your low poly so that your model doesn't have these unnaturally sharp edges. Without a proper bake, the model is going to look very primitive like a ps1 game. You should always keep up reference for the material you're texturing. Just open up google images and type…
LOD Bias: All textures in unreal are streamed in. The way they are streamed in is by loading the smallest mip map level first and going up the mip maps until the textures fill up memory. What LOD bias does is limit where the loading process stops. So a value of zero means it stops at the largest version of the image. A…
To do this in Photoshop you need to use a smart object, multiply-blended groups, threshold adjustment layers and clip-masking. (Source image was this.) The layers needed (I actually used more for the above): (1) Group folder, always in Multiply blend mode. (2) A Threshold adjustment layer with the threshold set to what you…
Hey this is actually nice stuff you've got here. My main critique would be your very visible seams. Also some of your textures look like they might not be high enough resolution and are looking a bit pixelated, like the rock texture on the pillars and ground on the first screenshot. Another issue you might want to take…
this is coming from a unemployed student, so take it as you like/with a grain of salt :) Site seems fine, just some remarks: -The bottom image with random/misc work seems overly contrasted. -The top shotgun, it has thumbnail image of TB2, in my opinion from seeing that I'd say that is the best piece, but then when going to…
Ok, you're making the assumption that there needs to be a magic bullet strategy that will solve the issue forever. That's not how I'm looking at it. I'm looking at the situation as it is right now and suggesting options that can be competitive. The strategy is to be able to change when the market changes. So people might…
You need to have less mass in the back of the head. Look at Neox's edit. It seems like her eyeballs are too far apart, causing the skin around the eyes to be strangely shaped. The corners of her mouth need to bend back more. The mouth pretty much bends along the shape of the teeth. Google image search "orthodontic models"…
1st, No one cares how optimized your high poly is or what its poly count is. It only has to look nice and smooth. 2nd, The Texture looks stretched (because it is) textures don't always need to be square. 3rd, The lids are uniquely unwrapped but are missing any kind of unique detail. Looks like the ribs are going in not…
the first trap for me was that I thought: pitty he has only 1 piece of work to show. Then I noticed that the GUI design is very odd and ititating and that the thumbnails are above the menu items (I would expect a banner there). Apart from that I assume you used some JavaScript hacks for the menu because I cant see the…