Very nice work for a first model, what bugs me though, is the extremely sharp concave inlet around the pelvis as seen from the side. To me it looks to be both too deep, and too sharp (same thing, really). Other than that, keep up the good work
I think this piece is really missing some sharp cast shadows. Usually in this bright of the day there will be tons of sharp cast shadows. If its gonna be a night shot then its gonna need tons of soft shadows. But so far its looking good. Lots of details in the texture.
I modified the config file as per the Nvidia guide and the textures are nice and sharp now... Well not super sharp, but at least sharper than before. Dead city looks a lot better. http://www.geforce.com/News/articles/how-to-unlock-rages-high-resolution-textures-with-a-few-simple-tweaks
Thanks for your reply I\ll have a look to her channel. Yeah I think those pleats will need a great deal of smoothing after exporting thou. Because using the fold parameters always lead to some sharpness even when the strength is low and the angle is slight, it's better suited for true sharp pleats.
I am trying to figure out is this "more details create superior results" is what players want really. They IMO often misinterpret their own impression. Like all that talks of lighting on games forums while all the games have mostly same lighting for pretty a while already. The difference is only what can accept dynamic…
Edge tightness = How sharp the edges are. Baking normals works better when the edges are smoother or more rounded. If they are too sharp then you will get artifacts or shitty bakes. Just loosen up the edges if you intend to bake it down, if not then it doesn't matter. Good work so by the way, looks good!
Your edges are fairly sharp. You're going to want to read this to see WHY sharp hard edges are bad for your normal bakes. http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
This is looking very good. One of the things of the concept i realy like is the camera angle. Sharp vertical looking down. You seemed to have softened that and made it less sharp. I was just wondering wether this is the final camera angle or if you're planning on exploring a bit more? Will be following this!
It's hard to tell from the render you've shown, but it seems like your edges are really sharp, too sharp, in fact. Might want to soften those up to allow for a better bake. Otherwise, I'm liking what you've got so far! Looking forward to seeing this progress.
Currently trying to come up with an art style, focused for game usage. Still in a WIP state. Not using any textures here, just plain colors. Utilizing the usage of edge sharpness to give a medium polycount character to have controlled low poly features to get sharp and neat aesthethics. Looking for critiques and any…