It's missing some subtle reflections. If you look at your reference on the left-most side you can see there's a blurry reflection on the side of the pillar. I think the top part of the pillar, where the little circle things are, is missing specularity and a very soft blurry reflection. That's probably part of what makes it…
Most offices use "cool white" fluorescent lights, which have a subtle blue or green tint, as opposed to the yellow tint in your images. The hinges on the laptops are too smooth, making it look like a bend rather than a hinge. The ambient light seems quite high, washing out almost all of the shadows. Given the set-up - a…
Nottingham is nice currently, it's been sunny for three days in a row, quite impressive for UK weather. I finally have broadband at home, time to start doing kick ass stuff. What you can see here is first tests of the block-out terrain cliffs and castle, I still have to model the path to the fortress, which will be easy…
Thanks for the help, I think I'll end up with a soft gradient map only to do a sort of instagram filter like color, just so it's not black and white. I think it'd end up with me doing triple work to colorize this right as I'd be very limited with blending modes, next time I'll start in full color. Also I apologize because…
I'd like to be wrong, but I don't think max will auto pack any better than maya. Both programs could do with some extra functions that I've only seen in 3rd party uv soft. Like being able to mark some shells or not for rotation in the auto pack and lock or group shells together, so you can do the camo easier in you example…
TheRealFroman - Thanks for the comments! Definitely going to bring each piece into Zbrush and to get that specific look. Just going through all the pieces in max first so I can make sure everything will snap proper. TrevorJ - Thanks! Hopefully my edges are soft enough. If not I'll just be going back and softening them up a…
Whoops, figured it out. Doi... In the skyshop sky creator you need to include a sky spec and sky diffuse when generating. the sky spec creates the mips needed for it to react properly and more specifically, the advanced section tells the spec block to use mips. if not turned on or used you wont get the soft gloss mips.…
Thanks for the input guys! :D I was thinking more along the lines of a blunt weapon as well and had initially liked #1 the most. Since it is favored by others as well, I picked it. ;) I'm not too fond of the round / softness of the hilt pieces. I was going for a chiseled / hammered feel, but it fell through. I'll try to go…
first off, it's very hard to see the gun against the dark background. the very soft lighting doesn't help matters, and the gun doesn't seem to have much or any specularity going on. the shader looks very flat, and there's not a lot of information in the textures. the stock looks essentially all just one fill of dark grey.…
What do you got at the moment? Showing us a screenshot with the image in the background doesnt really help to understand your exact problem ;) . Basically it looks like the sword consists of 2 layers. One magma geometry which is a bit more rounded and soft and the stone plates on top of it. Try to create the sword out of…