You could improve the rendering of it. The current batch of renders look flat and boring. Find a good hdri maybe a sunset and use that for renders. A small scene around the tank would be even better but not necessary. Also it would be good to add a wireframe of your model and a uv layout.
I really like the model layout; only thing i'd suggest is the lower portion of the texture on the sword seems a bit out of place with the rest of the texture. I think it's just the white scrape/cut marks on it look too painted, maybe a little more detail in the cuts?
looks awesome, how did you do the textures for the walkways? Also can you explain the UV layouts of the walkways as well. Its complicated and I like how you dont really see any patterns, so just curious on how you accomplished that. thanks
Thank you hiredblade, but that's not what's causing the issue here. The problem is caused by the Turbosmooth modifier, which makes everything rounder, except for the seam edges in the UV layout. Is it a good idea to have an unwrap of the highpoly model, in order to paint over it? Or is there a better idea for texturing…
Another update: Finally got a decent looking grass. Finished up some more plants and stuff. Now i'm about to star blocking out the paths and the main tree. I changed the terrain layout since the first one was way too large. Pics: Thanks! :)
Really like the layout of this 100x better then the previous. Once your work fills those empty spaces it'll be great. Im assuming your resume/cv button will be useable later :D The only thing i would suggest is working on your proportions a little more :)
Looking for feedback on the library/study room for my mansion. Here is an update of a different layout. I'm planning to add bookcases on the north walls and some more props like cardboard boxes and other things. If anybody has any suggestions or comments they would be greatly appreciated. Thanks
Can you post your normal map and UV layout? It appears the side and inner portion of the model are sharing a smoothing group, creating harsh normals near the top. However, that doesn't explain the bright spot you have on that side. Perhaps a you baked on mirrored UVS?
Multi material object or layout the uvs to the specific area that you want tiled, and some shader trickery to mask out parts on the sheet. Your best bet and how most people do is a multi material object though Bens url looks super interesting though
Hi Cryrid, That's my plan too... zig zag. I just did't quick layout sketch. Don't pay attention to the straight green lines. I think making seperate poly groups might help alot. Thanks for helping out. I will give it ago!!