The main problem I see is that the street scenes comes off as a bit flat. The main reason is due to the fact that there is a lot of noise, and the silhouettes of your models are getting lost in the similar colors and similar detail density of the crap behind them. Also, in the top pic, there is a slight composition…
This turned out pretty well! I like the stylization of the leather on the sheath and the filigree baked very well. In terms of crit I'd say the cap on the handle could have used a bit more attention. Maybe a small bit of filigree on it or a slight inset. It looks like the normal baked a bit off as well there or the…
@andrad : Storing AO as vertex color data does not necessarily mean that you would multiply it over the color at all times. Modern game rendering techniques access and show the AO texture pass only when/where needed, selectively (for instance to have some nice occlusion effects in the places where direct light doesn't…
Grimm_Wrecking has the right idea. work just the gloss more if you don't want it worn down any more than it is now. those slight oily highlight warps are essential for making cleanish things. the wood is looking a lot better but along with more gloss work, properly representing how they made the wood parts for many of…
Well. I find PBR a huge pain in the ass . Something programmers think should be easy while it's actually pretty opposite. That probably depends on its implementation. UE4 one is still allowing a lot of freedom for the artists for the price of redundant realtime calculations, double extra fresnel, few extra macro layers…
Here's a crummy paintover of suggestions. Everything is looking really good, super close to the reference. however in some spots, possibly too close without some of the essence. Some of the spikes and such could all use some slight rotations, movement. just minor amounts to make sure the whole thing feels a bit more lively…
Looking good. I like the darker look of the wood in the scene renders. If you're still tweaking the textures here are a few things you might try out: The posted diffuse has all of the wood elements at pretty much the same hue and value. You might try varying between elmentes to get more contrast in the piece. Say lighter…
I am liking the rough version but the smoother versions aren't working for me. I feel that the smooth version of the concrete seems to lack colour variation in the actual concrete. This might be due to such contrasting dirt (in both the diffuse and roughness), I feel like this should have some gradual transition/ areas of…
I just figured this out myself so let me help out if I can, what you are missing is lighting info. You don't have gradient shadows or highlights and it is causing everything to look flat. If you send me your texture I can take a look at it closer, and maybe do a paint over. Plus I could be wrong, but you have no dirt,…
You're going forward fast. No negative emotions intended in my previous post sorry. That sort of thing usually motivates anyway so pricks of my kind would have nothing to pick on :) The first shot with improved lighting looks good, the second looks bland. I suppose its because of large fields of 'flat' terrain and no…