The bake looks way better now. The material looks like its some kind of plastic in the reference. I would go and make it look more like plastic as its looking a lot like metal for the most part at the moment. Id also get rid of the bright scratches on the plastic as they scream metal, try to give it some softer scratches…
I'm not an expert on anatomy so I can't comment on that. One thing that sticks out to me however is the orientation of the roots. I would assume the roots would all be pointing downwards, or mostly downwards as in a real tree/plant. The roots on the back of the knee point upwards, and at first glance I thought they were…
Unity has an SSAO shader, although it's Pro-only. (Then again, if you have the student version, I believe you also have access to Pro features... although I could be wrong.) I find that roofs almost always overlap the walls, to prevent rain and other elements from leaving horrible streaks down your walls. Same thing with…
I'm sure it shouldn't look this bad. I've seen others with perfectly fine baked normal maps within 3ds and it seems they went through the same setup. I disabled the 2nd light but it makes no difference in baking the normal map better. Oddly ugly smoothing seams to also return when the normal map is applied. This area…
I witnessed a "meteor" outside my window the other night near the big dipper. Bright "magnesium white" light struck my metal blinds+I was like wtf...then I see a "massive" orange red streak until it burst into fragments. Maybe it was just a tiny baby from its mother thats comming? [ame="…
Nearly wrapped up my retopo and UVs. I'll be using three texture sets: Weapons, Armor, and Clothing w/Skin. I decided to hop into texturing the weapons to take a break from all the retopo and uv packing working. My bakes are complete for the Weapons and Armor. Skin/Face retopo needs to be completed and face sculpt still…
You could probably get away with a 2-layer setup. That's how this was done. The behind/top layer is lerp (could also be subtract or multiply) so the upper clouds are dark. The front/bottom layer is additive so they're light-colored. They're also offset slightly, so the additive layer makes it look like they're lit from the…
Skins as textures that dates back around here to the Quake2 days and the days when PC FPS games ruled. Now it's come to mean creating custom meshes and materials. The shader on characters is different than on weapons. Since the model looks unfinished I doubt they did much shader work on it so there's a good chance he'll…
The real dealbreakers are those ears man. You've obviously invested a lot of effort to craft a compelling face, but the ears scream "aw, fuck it...thats good enough". You need some more geometry in the eyelids/sockets. You've got some bad poly clipping there as a result. Also, its the rare person who's neck is wider than…
hey man first off the bat thats a pretty nice painting, but for me at least aside from the bone through the nose and the gauges nothing really screams tribal about it im assuming from the nose bone your going central american which would be awesome check out some of their jewelry and such the aztecs had some real cool jade…