I feel like the weakest part is the design. I understand you worked from reference, but much of this weapon just doesn't make sense. There is something like a picatinny rail on top, but its flat, so you couldn't actually mount anything to it. The front and rear sights aren't really sights at all... Looking at the side…
Is this software rendered? or in an engine. If its not in an engine...have you considered this? In addition to what Sectaurs said: In general your scene just isn't visually interesting. You have a nice start, but you just don't really have any interesting shapes. You really need to break up all the flat lines everywhere.…
@CptAlbatross It's still going! I've been getting my regular stream up and running, for sure, and I've found that streaming requires a slightly different approach to art making than I might usually take. I've picked a specific story/prop-heavy area, Torbjorn's makeshift terrace workspace, and I'm building out all of the…
The answer depends totally on style, workflow, and engine restrictions. Stylistically you may want real bevels, but at a point they may not render very pretty and thin triangles are not performant anyways (two consequences of the same basic problem: you're rasterizing). Workflow-wise you may want to make heavy use of…
Ive gone through numerous iterations since my last post, here are the results! I've refined most of the forms and proportions on the arms to a level I'm happy with, currently I am working on finishing details that still stick out and bother me as well as finding ways to make bits under the armor plates look more…
Hello, I have used my Megascan trial in order to try to beat our current pipeline with some Megascan textures. And the result was disapointing. [No worries the service is good but i will explain why i decide to stick with my old pipeline]. So Why Megascan was disapointing ? -Because we create 16m*16m textures, and if we…
Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…
It looks pretty nice, however there is definitely room for improvement. First of all the layout seems really dull, I mean it's essentially just a box with a smaller box inside of it. I think you should consider adding one or two unique siderooms (preferably asymmetrical ones on either side of the square) to break it up a…
I would say go modular - though not with 1 meter wall slabs. I would do a couple of walls and see which walls could I reuse in other sections of the house. A modular pipeline would allow easier navigation around the scene, would probably take less polygons in areas, and as previously stated re-usability of assets; for…
Here's an update. I've been working on this whenever I can in the last few months! What's changed from last time? - I decided to go with a more handpainted texture style, because I found that was keeping my interest more. - I realized that I needed to break up the texture and export things separately. The wall texture is…