If you don't have a poly count restraint, I might suggest a little more bevel on the low poly for the sharp edges, especially around the beak. Those sharp edges don't really help convey the thickness of the spaced armour. That's going to require another bake tho :( Are you painting in Substance Painter? It looks really…
Great stuff here n8lugo, Your idea looks really promising + the sculpts promise an awesome, stylized outcome. Can't really comment on much yet, but give you a heads up regarding the sharpness of your meshes. Be careful not to make metal look too smooth and mushy, keep the sharpness in mind. Looking forward to the updates!
@nordahl: Thanks for the crits. The water's actually meant to be ice. I used these concepts when deciding on making the border pretty sharp. I may soften it up a tiny bit in future but it will still be pretty sharp. I adjusted the fog colour a little. Is this what you meant? I also made the transition between snow/no snow…
are these all of your high poly objects that your showing? if so i would recommend taking some time to smooth out those sharp edges you have going on. i understand your not trying to go over the top with details, or id be saying that they look pretty bland, but sharp edges wont read all that well on any future normal maps
The plastic foregrip still has really hard edges, you should go real soft and smooth with it. also those details (the ridges with bulges to clamp rails on) on the top part of the receiver are very sharp. Remember the receiver is entirely stamped, you just can't get that sort of sharpness unless it's actually cut. just try…
So, you let the engine do most of the blending but a sharp change in speed like the idle to run, you would animate the transition. Ok, I'm guessing the engine is most effective at blending between similar speeds and not sharp changes. Thanks. I'll start experimenting and post here if I have any issues. I appreciate the…
Hi, Maybe the low needs more work on smoothing groups ? more sharp edges, easy to miss. Just happened to me , that i paid close attention to the smoothing of hipoly , and missed some important sharp edges on the lowpoly affecting the baked map. The gradients in the square-ring in top right of map could come from bad…
Guessing Hatred wants a render without AA since it looks to rendered without filtering too (lowend ingame render, whatever). Way too sharp texture, his beard looks like steel wool when the texture is this sharp. Try toning the sharpening down to get rid of the annoying pattern of black and white pixels that's currently…
Here's some feedback, hope it's helpful but its just opinion, wouldn't say you've done anything "wrong": compared to the concept yours feels more realistic. there are a few curves in the concept that I think are pretty important. The waist (where hips meet the ribs) is a pretty sharp pinch in the concept, but yours is more…
@Fabi_G Something inspired by a jar of puke is not something I expected to like, but this is neat. Did I spend a few minutes playing with the web demo, trying to propel the jar this or that way by timing the clicks to the momentum and direction à la Portal? I absolutely did. 😄 I love the simplicity of the technique, thanks…