In Maya you have hard and soft edges. You select an edge and define it as hard by going into Mesh Display>Soften/Harden Edge. Generally the 1st is better. It gives better shading, there is less wasted space in the UV layout and there less of a chance of z fighting.
The tank is definitely the strongest piece! For all of them I feel like the texturing the needs another look. The Spec/Metalness should help define different material types and the gloss/roughness should describing surface of those materials. I hope that makes sense
Agreed on the texture. Less overall scratches and a more well defined spec map are going to sell this I think. Maybe try an area where there is paint applied to the metal, and carefully scratch off just around corners and such to help give a feeling of depth to the materials.
Thanks SrgFlamez! I will be using blender (the 2.7x series, can't get used to 2.8) for modeling, don't think zbrush will be necessary and for texturing I don't know yet, maybe 3d coat or substance, I don't yet have a workflow well defined ))
they are japaneese, maybe there is a mockup with a company i used to work at or something, but there are definately japanese people calling my phone number, talking weird stuff in a mixture of japaneese and english i can hardly understand i think i need a new phone number
Inside the rollout definition you can't actually execute code. You can only define the UI and what happens when you interact with the UI. But, you can execute code once the rollout is created. on WalkcycleCreator open do ( global tijd = TijdSpinner.value )
Delete all the edges, which ones are not defining the mesh's shape. And use floating geometries for the sub elements.And delete the back side of your floor.I personally would using simple planes for the floor.or a more optimized version: one plane, with cutouts for the dented meshes.
@Doxturtle @Aeseeberg04 Thank you for your comments! The rocks are more or less placeholders since I first wanted to get a feeling for the spacing and environment itself. Because of your responses I will continue defining the rocks further more in the next step! Thank you guys!
This is a good start. Overall i think you should work at bit more on the design itself. Push the design a bit, larger shapes, a more defined silhouette. For the texture, push it, work on your material definition. Use a wider spectrum of values. Hope it helps :)
Could I see the texture maps? When you have time, the references you posted are good place to go towards with more details. Also with the leather, notice how it is breaking apart in places. Adding something like that could help define it better.:)