Darksiders styled art tends to be heavily diffuse-powered. Id say if you want to use a photo to get the gritty details, I'd get rid of a lot of the noise and focus on getting large, readable shapes. What your wall is missing is the "I'M A FUCKING WALL" that is present in darksiders walls. Your sculpt seems like it had very…
I quickly scanned over that, I can't see what the smoothing groups you have specifically set up on purpose actually are. Only time that is apparent you have intentionally set up the smoothing on the mesh is when you removed the smoothing and have a completely faceted model. Unless you want a completely smooth shaded model…
Your normals are looking bad. Your hard edges are way too sharp. Did you notice in Joe Wilson's tutorial that he specifically notes that for mipmaps (aka Level of Details), the round edges are best because they look better at lower LODs? You can fix this. You need to soften the hard edges of your high poly pistol. Please…
Here's the root of the problem as far as I can tell. Here's your geometry, simplified to 2d, in black. Your highpoly is in navy blue. The view vector, V, in green represents the direction that the camera is looking. R1 is the reflection vector that you get from the cube if it's not normal mapped and has hard edges there.…
Ah, warhammer...the good ol' days. Never played the games; I took enough pleasure in just collecting the odd model and painting it. Anyway, on to your model (your most recent post). At first glance, the geometry looks pretty clean; polys look like they have a pleasant, even distribution. Only two things come into my mind:…
Are you leveraging a guide/tutorial or essentially an eyeballing free form modeling approach? And even if this object was to be rendered off-line, there are way to many redundant edge loops, effectively contributing too an unnecessarily high density geometry on top of a grid topology, as well. That at a glance will throw a…
i think you have a pretty good blockout, however the forms are quite lumpy but do not worry it's very common for starting zbrush users! what i would suggest for the face is to start geometric and planar then smooth out the hard edges after. the same would apply to the clothing as well, balance the hard edges vs soft edges.…
That's the result I'd expect in your normal map, looking at the low and high. The high's edges are much too sharp, and the "in and out" angles of the grip are much too steep to show up well on the normal map. Edit: Here's an example You can't expect the normal map to do all the heavy lifting. It's only a 2d texture. You…
Thanks Shrike ill see if I can remove that slideshow effect and make my name pop. Odd it loads a low res image and not the right one, it loads the right one for me and a high res after a seconf or two. Thanks for the edges comment ill try keep consistent on my current project. My attempt was to have the jigsaw laying on a…