mm nice and clean. The lighting is really nice and soft too. You gunna put any human element to it? It would be cool to see maybe bigger more flowing shapes on the floor and roof, not a big fan of the segmented parts. Maybe get some more depth in both as well.
The wood stock seems a bit too hard at the moment and its not reflecting the softness wooden stocks usually have on shotguns i would also soften up the edges on the rails a bit more as shown on this image: Other than that its coming up really well! Keep it up
I got the retopo and UVs done this weekend. I baked last night and now i'm moving to texturing in 3d Coat my trial has ended but i bought the soft since it was so nice and easy to use. Anyways here is what I've got so far.
Is that another channeler's trident? I know the lighting looked great when it was dynamic in the beta, but I hope that they fix it up for brighter environments like this. If it's overcast then just some baked soft AO or a post process AO would help get rid of the rubbish unlit viewport look.
Very pretty! The art direction is great. Looks like it could be a fun one. I'll back it ASAP! Seems like something I could play a lot without getting tired of it. And, ohhhhh: Seriously, the grass looks so soft and fluffy. Keep up the great work, guys!
What do you use to bake high poly data? I bet not every 3d soft/baker could load 320 mil model or support UDIM that is usually necessary for such meshes. I use Xnormal but there is no UDIM there unfortunately. Substance Designer just hangs on such meshes for example
Here's a lil tip that I didn't really consider until today, you can use soft selections in conjunction with the modifier tree. This way you can localize modifiers with a nice falloff. I can definitely see this saving you some time when used right.
I'd say you need to know correct proportions and anatomy first before you start to bend the rules. To emphasis what Emily told you about the lips, look carefully at Carlos' character's mouth. See the fullness of it? How it looks round, soft, very inviting to kiss?
obligatory and on a serious note i love how it actually looks soft , something thats hard to do with realtime renders. i tried this technique on my orcking about a year back but didnt get as nice of a result as you did. thanks for the nice writeup of how you did it
The shading feels too soft and transparent. I think you should work with some more solid brushes and get some bold strokes in there. Although saying that, the face is good. I think the rings in the background are too sharp compared to the man, making the guy look out of focus.