Especially for normal mapped work, it's important to have a clean and defined sculpt to work from. Your sculpt is probably affecting your bakes because the textures are somewhat sloppy. Edges that should be straight are wobbly or indistinct and the texture just has a "dirty" quality to it and lacking finesse. Good effort…
great. A suggestion from me, would be to get the right hand more defined. he is obviously curling his mustache, but i think you could exaggerate the gesture of his arm a little more, just to make it interesting. perhaps extend the arm into the foreground, as if he's tugging on it into the curl around his finger. it looks a…
hmmm...your final textures, some details seemed to be left out from your high poly. You either didnt model the stuff, or maybe they are not showing. Also, i see lot of unused tris and stuff you could fix. Next to that is the textures. Diffuse is looking alright, keep working on it. And you defineately need a spec map in…
You would get less of the stepping from baking a higher res normal. If your using a mat id texture to define what material is where, consider testing without it. If none of that works you could just mask out the lens by shell in the blue material. Just listing a bunch of possible solutions but I think you'll get the best…
I do wish 3D suites wouldn't talk about surface normals as if they defined the side you can see triangles from (the face winding, CW or CCW) rather than the reality which is surface normals being generated from the face winding via a cross product. Making buttons like flip normals actually flip the face winding obscures…
Hey Royce its not the easiest season to be looking but I do think there are also things you could do to improve the quality of your artwork. I would say particularly work on getting cleaner more well defined textures that said your natural selection piece looks like an improvement on the other stuff but you probably know…
That feathery brush you're using to remove the paint for wear and tear isn't really working. I'd use a harder rough-edged brush and try to mimic what the worn areas look like on your reference. Right not it's too random and the edges aren't defined, making the worn areas look muddy. I'd also try to stay away from using so…
Any chance you could post these material settings? I'm having a hard time with these kind of renders, soooo many buttons to twist... I like that car btw. If you are aiming for realism that's definately too shiny, but if you are going for a more artsy look I think its cool. Yet in that case you might want more material…
To all making comments regarding the driver's parking skills; do remember that tracked vehicles can turn on the spot. It would certainly be possible if not, dare I say, quite easy to pull that off. Sure, I'm no tank driver or anything, but from a purely mechanical standpoint it's definately doable. Moaning aside, it's not…
I usually don't finalize my hard edges until I have the texture done, so its pretty safe to say there wont be so many in the final textured version, they just seem to help define the character better when rendering the model(at least to me). Ears are tiny because in most of the picture references I have for Steel his ears…