Hi there! Little suggestion to help you out. Currently most of your mesh, especially the armor look kind of ''muddy'' This happens a lot when trying to work on a mesh that is too highrez. Seems like you are currently not using any basemesh and stuff that should be kind of hard surface and polished surface look very organic…
Looks good man, looks like you stuck to the concept really closely. The only critique I have for you is the blue light is a little jarring, I just have a hard time believing that the moon light would be that harsh. Most natural light diffuses through each surface in passing, i.e. the blue would be really intense on direct…
the colour and feel of the oxidised copper looks pretty good tbh, but the only thing i'd do is add a blurred or fuzzy reflection map (better to do this with a very small amount of visibility for the reflection so it doesn't appear to chrome like) to the parts of the brass/copper surface that hasn't oxidised yet. If you're…
Yep, what monster said works, I've had to do it a few times. Set your biped IK to use a helper object, link constrain the helper to whatever you need, whenever you need it. I attachment constrain another helper to the surface of the object where the hand will connect. Then snap the hand helper to it. It gets a little dicey…
I definitely think the boiler is now looking closer to your reference, if you want more detail I'd put it in the spec map. You could also use a cubemap and multiply that by your spec map to make the reflections stronger in certain areas and get nice surface interest. The pipes need to reflect as well, so that they don't…
It strikes me as a little squishy - i'm having a hard time pinpointing exactly why, though. I suspect it's because you've got a lot of darker colors following the turning edges and it's competing with the lighter edge-wear and killing the cornering effect, but i can't be completely sure. I definitely feel that it could use…
Personally I use the flatten brush when I have issues with the smoothing brush. They work completely differently and a lot of the time nothing works for me except the flatten brush. Not sure if I understand your problem fully, but if you have a high res mesh already (like you remeshed the high to build a low) you can…
everyone works differently but in my work, most of the time, the things i end up adding to normal maps post-bake are tertiary surface noise or very small details like text or scrapes. it's not as important if those things aren't mathematically perfect. they just get the overlay filter in photoshop with the blue channel…
To answer your question on choosing the right programs and projects to work on, i would suggest that you work hard to get a good understanding of hard surface modeling and prop making. This has to be your grounding as a 3d artist because all art positions will require you to make objects using hard surface modeling at some…
If your base mesh has evenly distributed, clean topo then you can subdivide and sculpt normally no problem. However if you're starting with low poly table with a few big flat polygons for the surface when you subdivide all the density will be in the edges and not enough to sculpt with on the surface. If you Dynamesh you'd…