Ahah truely a classic! I'll side with Neo_God on this one, I used to watch those videos more than any human should. Model looks great so far dejawolf, steering towards a more realistic triceratops is still fits very well. Can't wait to see how this progresses.
Thanks for the help with lighting now my enviroment looks way better and realistic :) I feel like im done with this challenge. I learned what i wanted to learn. Now i feel a bit exhausted after working so hard with this enviroment hah :D I need to take few days time off from 3d.
First of all, im pretty sure that the handguard is metal and yours looks like plastic. If thats the case you need to make it metallic and basically invert the roughness, having the overall material kinda rough and the edge wear more glossy. Secondly, there should be higher roughness in crevices across all materials,…
Thanks for the info, Obscura. Now that you have mentioned it. Since its double memory, using a 3 channel texture instead of just an alpha channel may be the best move. More textures to pack, the more textures can be utilized towards more realistic looking materials and memory is saved.
you are getting closer to realistic believable anatomy. You have a lot of the overall shapes marked out but their volume and the way they connect to eachother still looks a bit rough in some areas. I think you could do with trying to replicate an actual persons anatomy like a UFC fighter.
SpeedTree only makes realistic trees suitable for first person games. You might have to make trees for isometric games. You might have to make trees for a stylised game. I would expect an environment artist to be able to make trees from scratch. Learning the principles is important.
This is so arbitrary though. If you're looking for an answer so that you can learn to make amazing environments, this isn't the best way to go about it. Unless, if all you want to do is make statistical data and see what percentage prefers scifi, fantasy, realistic, etc. than that is fine.
Have you considered placing stained glass in some of the windows? Aside from adding some realistic spots of color and letting you play with some fun projected textures, it would also allow you to tone down the intensity of the sunlight, reducing the contrast between lit and unlit areas.
I'm very courius how you will approach her face. Will it be your usual semi realistic style. Or it will be stay closer to her animesque style (no nostril etc). I personaly prefer the latter =P Anyway.. overall body porportion looks spot on, bottom an boobs at right size XD
So I didn't really have time to make a lot of changes, but I'm calling the ships finished. I'm quite happy how they turned out since I wasn't going for the super realistic historical style. Hope you like it. Here are a few sceenshots from Unity 5.