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…
I feel like the lighting is a big enemy at this stage-- I'd recommend bringing it into Unreal and mocking up the lighting, and seeing how things look then. I think the wall is probably too bumpy, and I'm used to lace tablecloths having borders around them, where yours just kind of tiles and cuts off sharply. My other…
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…
Lady Death Fanart Collectible: Part 7 Cuts and keys Hello guys, this is the final entry of this process, it’s a long post but maybe you can find some useful information. Cuts and keys Before explaining my process to create the separated pieces I must say that it’s mandatory to understand how scale works in Zbrush. For this…
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. -…
In general the main 'problem' to be solved while UV'ing is distortion vs seams. Ideally you want as little of bothbut it is a little more complex than that. There's also a bit more to consider if you're going to be using normal maps on your unwrapped model. One thing to keep in mind is how vertices are split. There are…
I'm loving where it's going right now. Since issues with lighting are moot, the only things I can see that stick out are a few texture seams on the rocks and some real jagged geometry on the rock edges. (forgive me if those issues have previously been addressed, I haven't read all 8 pages). Several of the rock walls have…
Overall looks pretty smart to me. Here's a few small things I see : 1. Seems like that edge going down the middle could be stitched off as it's not holding any volume. Maybe there is a reason though that you left it? I'm not a huge hard-surface guy so don't take my word for anything regarding stuff like that. 2. Similar to…