It's very soft. Try working in many different edge types. Use a small brush to harden some edges and then let them soften and taper again. Try to avoid having every direction change be the exact same sharpness. Vary it up.
On my taste , a guy who are not doing any VFX really , Houidini is an opposite of what a convenient, artist friendly 3d soft should be looking like . I very much hope Cinema and maybe Blender too would provide same level of flexibility in the future.
Well. In that case I'd reconsider the whole thing. a 8k normalmap is almost 100 mb of videomemory. It really doesn't worth it unless this is some hero prop or something. Maybe add some chamfers instead of using a texture. You are only baking soft edges anyways.
@NIKOLAPAVIC As far as I know, there is Eipix, Nordeus, Cofa Games, I know there are more but can't really remember them all. You also have 3Lateral that specializes in creation of high quality and high fidelity characters for games. I hope this helps somewhat. Cheers!
Ooooh this looks fun! Don't have much feedback besides just try to keep in mind about the edges in the concept are a bit more soft than what you've got now. Looking good so far! Just subbed to the thread and looking forward to more! :)
Nice kirkos! Were in the same boat here haha. And thanks Mrfido and nickcomeau for the feedback. I agree with the proportions and I'll work on them next. I agree with the flat face comment as well. I think once I start detailing him the softness will fade.
i can see the problem but lack the words to explain it. but ill try xD put the normals back to normal, in your normals u made it soft edges (round) but u want them hard edges. im not getting what u trying to do :D
the car was just test bakes in modo to test texture resolution. there wasn't proper smoothing groups, alot of it was hard edged thus seams. I'm importing over to Maya and doing soft/hard edges there and then baking in XN. The final car will hopefully be the quality of the wheel bake.
I'd recommend sculpting in some more bone matter/decay. You can see the holes & ridges from the first image reference Lavitz posted give it that old feel, right now its looking a little soft, otherwise real cool helmet dude!
Ah yeah that detail is soooo super small. While we're talking about viewing distance, your edges are really hard for something that small, you should have nice soft edges, otherwise you'll need a very high res texture to hold that detail.