I like the folio layout, but I think the images need to be taller, the bars make it too busy imo, taller images will healp break it up. With regard to content, you could add wires to the props, along with polycounts and texture breakdowns. keep it up dude.
Thx everyone for the constructive critics! @ BadGeometry I really like glowing lines on the side of the scooter @Betelgeist Thats what I was afraid but seems like Zwebbie and dirigible had a solution, now I hope I straightened everything allright this is my new layout :
Thanks means alot :) AutoExit Yes I will do a diorama. In the next couple of days I'll put out some layout ideas for the small environment/diorama :) As for the HP I'll probably add some welds to it in zbrush and make the turret sharper on the edge. (It is kinda fluffy) :)
Thank you for the kind words, I am glad you are enjoying it! I will put together a breakdown soon, possibly this weekend, of how I set everything up to create the stone layout. I can provide more info if you guys would like.
Why did you blur it out? The UV layout is quite wasteful. And you have some overlaps (green edges overlap white ones). The darkening might be gamma. Check your Preferences. Also the lower resolution might be Display Performance settings (Viewport Configuration).
Looking great. Can't wait to see the textures! One question, how are you doing you're textures/uvs layouts? Are you doing lots of individual maps or couple of large maps? I'm still not sure whats right or wrong, or if there is a right or wrong when it comes to this.
This evening's efforts. Added materials to help the layout read a bit better and added a middle "market square". Not sure if it'll stay like that or be open plan. I'll make more conscious decisions when I get rid of more (or all) of the box place holders.
Yeah that is just with editing the model to see if faces themselfs are flipped. I asked about if only the UV's are flipped, if there is a indicator for that. Since i pretty much didn't notice i had flipped faces on my UV layout until i used a normal map.
Yeah that 1k answer was in reply to a question about the detail normals maps (which are tiled a high frequency to maintain high frequency texel data). I was hoping they'd explain how they orientated the stitch using shaders (doesn't look like it was done with the UV layout).
Yeah the feeling is a lot better now. Have you figured out a design/layout yet? Right now it looks like you've somewhat randomly placed the objects about and made shots from about every angle and position - there doesn't seem to be a focal point.