The problem is more HOW you're smoothing it. Lighting when on smoothed faces is smoothed between vertices so where you put your vertices cab have quite an effect if one vertex is completely black that black will get smoothed across the rest of the face producing the glitches you're showing. you eithier need to * add new…
Your sword looks nice, but I still think it's too clean and pretty. :) You could stand to add more dark dirt gathered in the crevices. Right now, your crevices are crisp and thin, whereas the original has crevices that have a wider darkened area. Also, I think the dirt you added in the latest version is a bit too cloudy…
your pixel density is a bit skewed, the handle receives much more than the blade, which is the predominant portion of your model. usually with assets with long pieces like this, you can probably swing a 2 X 1 map rather than just a straight square to get a better layout. you are also getting some normal bending issues…
So this might be completely wrong, but are you duplicating the normal from the other arm? If so have you moved the duplicated arm over 1 UV unit? *EDIT* Also to create a cage within maya just duplicate your LP mesh, then select all vertices, change the movement from object to normal then expand them out so they encompass…
The high poly models and textures are awesome; the door is particularly impressive, and the soft padding texture nearer to the ceiling looks great. :) I like all of the little red and blue lights too; gives everything that little bit of extra-functional feel; as if they're actually alive/active in some way It's cool to see…
First we could use a few references of the original level. Second I would suggest removing the rain, keeping everything as well lit and clean as possible, the extra atmosphere isn't really useful here because the player is attempting to platform, and the atmosphere gets in the way of that by hindering the vision of the…
I guess I might as well post my wip. I did trace it but I'm practicing getting the form/values. Not sure if anyone can crit it but I do have two questions if anyone is able to answer. Blending I here everyone say you should just use a hard edged brush(its really difficult, cheek area, and nose not good), but I've seen some…
None of the parts need to be connected. If you were rigging it, you would run into significant issues if you welded the pump or break action to the receiver, etc. When modeling, the most simple rule is that you should merge together objects that will use soft weighting for animation (organics, etc - characters should have…
Nice start on the environment ! The creature is not bad but I think you're put in fine details quite too soon. The base sculpt is too muddy, not refined enough. Also, you might need some anatomical references, try out this website, quite useful: http://anatomy4sculptors.com/?menu=10#body Also some bodybuilders might be a…
update, just because I haven't post for a long time. No big change unfortunately :p I worked on the structure of the walls and a bit of texture, and did some test on the terrain. (the terrain texture is just a test) (not the last version of the sculpt but I was lazy to reopen zbrush to screen ~) everything is very WIP. By…