Well, the things that stand out to me are the green or purple tracks. You'd probably have to darken up the green also, if you were going to go with a more realistic look. Not that I've ever seen a green excavator in real life Again though, good job.
the green coloring on the ground looks weird , it seems someone just dropped green paint on it, no indicative of moss or any vegetation, just...green ! also could have a tad more color variation and a tad more saturated wood etc , but still looks good , good job !
Added hairline and eyelashes. Had to readjust the whole hair mass quite a few times, because I kept putting the hairline too high. Then it occurred to me to just draw the line on the face with Grease Pencil so I could properly see where to put what. Current polycount: the hair is almost 40k out of 142. Before I make final…
black t, with green eyes and green mouf. DOO EET AND I BUY.. YOU WANT MY MONIES!! :D Love the new ones, but a little too highlighter for my roly poly body.. :D would definitely like to see a black one with green eyes and mouf..
Looking good, but id go back and look at the colors, you have moved very far from where you were at the start of the page in terms of colors. The current green is way too army green and less privet sector personal weapons grey\green like in the concept.
nevermind about that, it was user error after all. :poly127: The tangentspace was set to 3dsmax (wich flips your green), but I always flip the green channel myself in PS, and since the material was only on the glass I didn't notice to check to flip the green channel in the material. After doing that the problem is solved.
<font color="green">gray background:</font> In world Settings, set each color bar to half <font color="green">no antialiasing:</font> Uncheck OSA in render settings <font color="green">no texture filtering:</font> Uncheck OSA in render settings <font color="red">software?</font>
Your normal map might have it's green channel flipped the wrong way, either on export or when importing to UDK(on import make sure the 'flip normal map green channel' is unchecked). When you render that green is set to down or Y-. ...or as jellyfish said, your smoothing groups are still wrong.
This piece of clothing is a freelance project for an ancient Greece inspired game. I really took my time over this one because I wanted to improve my ability to model clothing
Try flipping the Y/Green channel of your normal map before re-uving, or rather, in substance painter, switch it from DirectX to OpenGL or vice versa. Often it'll have flipped green channels, and that typically makes seams appear... but honestly looking at the whole thing, the green channel looks flipped.