Hi Stephanie Firstly this a great job you've done. I love the overall look of the scene and I particularly like the vegetation. However I feel like you need to step up your texturing a bit. The textures feel a bit over Photoshopped (if that can be an adjective) and unnatural to me. I would recommend Racer445's tutorial on…
yeap like everyone said- spec map needs some lovin. also I`m not sure about 12800 tris. Seems a bit steep but I could be wrong. I know charachters in UT3 run the 6000-8000 range it seems as if thats as "next gen" as it gets right now. I`d say on your next project try a nd hit a lower poly count. Super kickass otherwise.…
Thank you! So, First I export normal, cavity and AO maps from Zbrush to Substance Painter. I create a good base color layer and then add 1 or 2 color variations with some procedural noise. I also create a few more color variation layers that I paint manually. It depends on the plant, it's usually stuff like painting a bit…
Your materials are very basic and miss a lot of edge wear and variation of micro details, which makes them not very believable and the whole model very toy-like in my opinion. I don't know what style you are going for, but even when you are trying to get a stylized look you should try to get some variation in the…
i think defining the purpose of your piece should always be the first step, it is the most important step in making a piece of art. it's kind of like thinking before you act. you want to have a goal and purpose in mind. it doesn't have to be great and meaningful. something as simple as studying or practice is fine. i think…
Yes, sorry. As I said, it's the first time I work with PBR materials/textures so my problems can be very noob because I feel lost. Last week I have seen lot of videos and documentations about how those textures work, but I just saw 2 videos about how to apply PBR textures in 3ds Max and the results are those ones shown…
Haha, i literally feel like stepping out of a cave having not checking this thread out for a while xD @stefco: very nice tide concept you got there, he really needs something fresh and new like that. Also, congratz on the Axe set that's getting in, top notch stuff xD @GhostDetector: i like the theme you set for the set…
Scale is everything, remember that! I currently use a M3D at home and have abused the thing finding out any niche habit's it has. Get it calibrated! [ame="https://www.amazon.co.uk/150mm-ELECTRONIC-DIGITAL-CALIPERS-VERNIER/dp/B007K7F04C/ref=sr_1_1?s=diy&ie=UTF8&qid=1441097221&sr=1-1"]Callipers[/ame] are a must! Something…
I think I understand better now what you're after. There are two issues here: 1) Unreal \ Unity or some other game engine uses the movement of the root bone to move the character. 2) Animating using the root bone is unintuitive and makes it difficult to align things like feet. You want to animate like in that second video…
"I'm needing direction in the way of color and realistic shading." The two things you describe are worlds apart. Start with values ( scales of grey) and how they describe a surface. If you can show how a surface is in grey, color will be much easier since you are working digitally. Also working digitally is not…