Thanks Jet Pilot. I am using Corona renderer. I did read somewhere about using CA with a layer mask making ca to be slighly prononced around the edges of the image. Same thing with sharpening the edge part of the image using masks.
nice! very cool spatial design. colors are a bit too saturated i think. even for a mirrors edge sort of theme. mirrors edge was never dull or boring. if you take a closer look, the textures had a lot of detail even though it was subtle.
Shaded only Wireframe on Shaded Trying to sharpen the edges with smooth shade helped a lot in making sure the typology is clean and no overlapping vertex. It really helped in practicing on how to clean up after increasing edges. Maya file link > https://goo.gl/q1YXkJ
I like it! But your edges are really sharp. If this is the high poly (which is kinda hard to tell because of the sharp edges) you wanna soften them up a little to have a better bake, to not make the model look blocky and get more nice highlighting.
Well, all these scenes are extemely WIP. Pick one, post it here and get feedback till it's done. Generally speaking, SO MANY SEAMS! I can see edge seams on every edge of object. And some AA would go a long way.
After Unitising the UVS, use Move and Sew UV Edges (with the edges selected, shift RMB up) to stich all the faces together. The tool will automatically align all the shells and try to maintain the original size and shape. Then refine the mapping using unfold and relaax.
I've got the edge loops in there I think. but looking at the reference the edges on the front door are pretty smooth and when I smooth the model it seems to match fine, am I just not seeing it? Thanks for the help, not trying to be difficult just trying to figure it out >.>
Haha yeah, I modelled that in. I'll pull those edges up. Good tip in the zoom/edges/blocking out thing too, I'll definitely address that thanks. :) I also sorted out the widescreen issue; hadn't configured it in the the nvidia panel yet. :\
nice work so far. The thing that is most off putting imo are the eyes. I would give him a more natural rested eye appearance like this. basically, have the upper eyelid on the edge of the black pupil part, and the lower eyelid on the edge of the iris.
It's a good start! Some things I would look at are areas in your mesh that should be cylindrical but have a hard edge or are flat. Also some of your edges are very hard and would benefit from softening a little to get a better normal map bake.