Looks so much better than my first model, well done on that. My crit would be at the corners where each face meets, the wood doesnt match up right, so sections go from a light colour wood, and jump quickly into darker wood, might want to try and fix that. Oh and you should have connected the Uv's together to conserve space.
Thanks! Actually, it doesn't look as bad as it did last night when I'd been staring at it for such a long time. I'll try what you suggested and see if I can get the form I want. Aside from the weirdly flat bit across the bottom, is the crotch/hips area looking okay? I feel like that starburst right on the hip might cause…
Hey Scott, You're right, I've done another quick pass on it. This is my first time dealing with PBR so I'm learning as I go :) Also testing it on multiple lighting schemes to see if it holds up. Just a few things left to do before I start assembling the scene. Might be a better idea to iterate further on those materials…
OK, it is your call what to do. Just know that turntables are really annoying for employers. I looked at your Artstation page, and I see the shading errors there too. Your lighting is very frontal which tends to hide errors. This might be the same model, but here for example the left side (character's right arm) shows…
Update Time! Ok so I've been fighting with the blockout to get a nice room layout, still not happy. I might as well get rid of the cave in the background (which is pretty much non-existent right now) if it helps the overall look. Also found some time to play with Substance Designer. I'd appreciate every feedback and/or…
This is looking cool, Tim. Don't stay up too late :D I kinda agree with achmedthesnake... his arms are very INVISIBLE BIKE right now, I think they're too symmetrical - maybe if you pulled his left arm closer in to his side it might seem a bit more like he's doing some sort of planned fighting move.
Your heading in the right direction, your beginning to notice the difference between some materials like in the skin and the breast plate. However you need to push the definition between your materials further. My advice would be to... 1) Plan your materials, break your model down into different material types. Get a good…
Congrats on getting to a level where you can begin to fill out your folio, man! This picture is quite striking in a lot of ways, but I'm personally not too keen on all the high frequency details. I think you could stand to push the background further back, for one, especially if it's snowing. I feel all the detail and…
Generally speaking this happens because of the shape of the polygons, while the mesh looks smooth because the normals are smoothed, low poly meshes are generally rather faceted, and this faceting causes these sort of artifacts in the shadowing system. A few things you can do: 1. Try adjusting the light width setting, this…
@pixelpatron Thanks for the critiques! I'll definitely introduce some asymmetry, didn't even think about it. @teodar23 Thanks for your comment! Baked lighting might be in the works. Right now I'm focusing on the environment. I like your ideas on symmetry and color. The materials will remain relatively similar to what they…