Good start. I suggest you tone down the fog quite a bit, because, realistically fog doesnt sit in a closed environment. What you see sometimes indoor is dust near a light. And it also muddies the whole image making the lighting and materials hard to see.
Glad I'm not the only one who noticed that, even when artist are going for a different look (ex. cartoony or realistic) they have specific style tendencies that always creep though. Like certain colors, brush strokes etc, but I can't really find much of that here.
AO is part of pretty much every asset, sure i would use it do not forget that the AO you get by default from your bake is way too strong for realistic AO out of the box, implying you use default settings from xnormal etc
looks quite nice :) I would not do the dof tho, because it makes it harder to read the scene, and it makes it kinda cheaper and less realistic imo. First few seconds of video look awesome, but then dof comes in.... ;) As for the rest - good job, it really feels like a rain there!
The assassin's shoulders seem a bit large to me, and also his cape doesn't look realistic. Especially from the behind angle, it just looks like a miniature cape. Try add some creases in the texture to make it not look so plain of a cape. Just my opinion :)
Tried out some procedural texturing and shading. I plan to use those textures for base that I will paint over where needed. ( if needed. I try to keep out of uncanny valley. And if I see I'm going to towards it, I will take less realistic route)
Some more life drawing. These lean more toward pinup stuff. I have to work on face structure and hands more. Focused on one and colored it. Pretty fun. I might do the same with the others, but maybe try more of a realistically shaded look. We'll see.
I use 2013 at work, and 2012 at home. The effect can be achieved in both using "Realistic" view port mode in combination with a few scene lights. I don't model in this mode because of the AO refreshing, but its nice for quick WIP renders without the wait time.
@Black_Stormy Thx for the really cool tutorial man! Now here is the Normalmap, the AO and one picture of a render done in marmoset 2 One question guys, why the render is so much better in marmoset? in max it looks so much inferior, even when realistic is turned on.
Very nice of you to share this piece. I am not sure if you want to hear that but the proportions seem to me not very 40k space marine like. Maybe it is just that the proportions are too realistic in comparison to GamesWorkshops "hero scale". But a good thing not to use the "standart" pattern helmet.