I would double the amount of sides on the cylinder, right now its looking very jagged. The detail inbetween your planks is too fine now and getting lost in the normals, you should edit your HP so those planks have softer edges, so it transfers over. Its very important to model your high for your low, and what I mean when I…
So I think you have the general form down, but you've omitted a lot of details that you're getting from the reference. And since the reference is so simple I feel like you should try to include all the details it can give you on top of the additional realistic detail. 1. No legs at the base of your machine, it gives you…
With the blockout I made in Zbrush last time, I took it to Max for some good old retopping. I already had a strong idea of how all loops should go and why, but what Lee taught us was how to do it within record speed. I spent about 1 short day worth's time on mine, and had almost no difficulties solving problem areas.…
So. I am his partner, and let me explain why and how everything will works. Because of the problems with baked meshes in udk( we know there are methods to reduce the artifacts but they cant be 100% fixed) we try a new approach to have smooth looking. We will make supported but optimized meshes (everything will be welded…
A quick and most likely final update from me in regards to this scene. Textures and marmoset viewer breakdown for the 1402 card reader and the Selectric typewriter are available in my artstation profile: https://www.artstation.com/artwork/J3k3D I will try to highlight some things I did for my scenes that might not be…
I'm sure my advice is far from "be all/end all," but I'll give it a shot! 1) A Breakdown of the theory behind Parallax mapping Parallax mapping is a technique for real-time approximation of displacement mapping. Each pixel's texture coordinates are adjusted at render-time to create an illusion of depth as the viewer's eye…
I love the model. However I think the texture is letting it down. As Vig says, the general grey colour of the armour is too light. It's also fairly ambiguous as to what material it is... yeah it could be some sort of iron I guess, but equally it could be shiny bumpy plastic. I reckon you'd do well to examine some reference…
Week 5 pre-note: all pictures here are at least 3 days old and things have changed since. This week i'm retopoing/creating the low poly mesh. now, one of the big advantages of having the basemesh set up the way i made it was that the topology is already largely how i want it. the biggest issues i had were in defining…
Working only on half of your model will work. Also, I am kinda guessing/possibly not understanding well/ that you tried to UV unwrap your high poly? If that is the case, your high poly doesn't need UVunwrapping only your low poly. Your low poly's shading should be always smooth shaded although in some cases you may need to…
I think it looks pretty good as is, but there are some things to fix. The things I noticed: - It doesn't look like it'll tile well. It's dark in the center and light around the edges, make sure you test with with at least 4x4 tiling on a wall. A texture like this would only ever be used in spots where it could be tiled. -…