For starters, judging from your renders, your materials may not be set up correctly and I would recommend using a realtime viewer like Marmoset Toolbag. Those metal sections do not look accurate. For your metal pieces, make sure to always use a full white color on your metalness map. The plastic sections should not have…
Normal maps absolutely have to be in linear space. Other than that, if your gloss/roughness/metalness/etc maps are in linear or sRGB space or how you/paint them is not particularly important. What is important is that if you're authoring the map and previewing somewhere, you should make sure that the final result has the…
And you also have a problem with your caplocks it seems? :P Looks like it's been grinded to bare metal without any rust removed. There should be traces of paint leftover, scratches also tend to accumulate at the edges, the current material looks more like rusted concrete / metal. Another major flaw is the way the cover…
1. If those characters that you're getting from Mixamo are standardized in terms of topology and body mass, I guess you could get away with just one single cheap mesh that is as close as possible to your final characters. If those character are very different from one another, maybe having a slightly higher res mesh could…
hmmm weird smoothing on your pillars..... ive had this befor.... looks like its smoothing from your low poly coming through, i wouldnt split the LM uvs here, are your LMs directional? what does it look like lit by a realtime light (this would test if its the asset ro the LM) some LM renderers dont take into account the…
That's funny Johny. Excuse me If I'm blurring the guidelines of your thread somewhat : Whilst working on pre-rendered cinematics using shave & a haircut procedural hair plug-in for maya: EA producer: "Wow, that looks amazing. Can we get that working in game too?" Me: EA producer to press: "We use our own proprietary face…
yeah the font that I went with was just kinda random... I think you should try going with the font you used or to go with a non decorative font for the little names of the images. Though try to make it one that compliments your main font. I see you are going through Cargo... I am not sure if this limits you in any way but…
Hey Misanthropy, and welcome. I've built many of the models shown here to very high resolution, but showing them in your thread would be rude For the most part they look pretty good, but there is something bugging me about the MP40 that seems off. It seems like you're missing the front bracket for the strap, and the…
Agreed, a few bevels won't make a dent in the fps and they'll help so much. Like Shep mentioned it will help average noramals around the corner. This thread covers it pretty well: http://boards.polycount.net/showthread.php?t=50588 I think there are a lot of micro scratches and noisy damage details that are kind of robbing…
A lot of these threads pop up here and there and I really like when they do :) I defiantly have to second what Adam has said, having that competitive nature (more so friendly competition then anything) can really help boost your skillset pretty fast. I know its also one of the main reasons why I try and improve as much as…