I already posted that on the "what are you working on" section. I hope it wont be bad to double post it here too since I really need critics to improve :) Prussian Musket: 7524 tris Far to be finished, I'm actually working on the diffuse map Thank you for the feedback :)
the crate looks very flat, i thought it's diffuse-only texture when i saw it. also, there's probably no need to give each side unique uvw space, if you overlap some of them and cut it down to 4 sides then you'll be able to use the space more efficiently.
:( I felt like any softer and I wouldnt have any edge control over the model. I had already unwrapped, baked and started working on the diffuse before I got responses. Maybe you guy's will think it looks better with the textures on it? [SKETCHFAB]rRTOONJcywJOQzPcoVq2zMiL9zC[/SKETCHFAB]
Looking really nice. I really like the soft way you've handled the terrain. For the crystal, you may want to consider some really tight and sharp reflections to give it a glossy effect. Right now the highlights are very soft and it's reading as a more diffused gummy-like surface.
I am noticing a bit of weird shading on the rear leg now that you mention it. I was intentionally exaggerating the sculpt though. Was trying to keep a nice flow from the body to the extremities, but will probably revisit it a little later after i finish rigging. And the sculpt with/without diffuse map:
if it could bake diffuse either from vertex color or base texture I would buy it in a minute. There isn't any baker out there to transfer udims to udims that aren't crashy as hell or slow... A bake queue would be awesome too and Linux support would be even better hehe.
Hey Undoz, really awesome work with the posed shot. I just have a question. I was checking out your diffuse map for some inspiration (and tips :D ) and I couldn't seem to find the hair pieces? Am I missing them or are they genuinely hard to spot... or are they not there?! Cheers
Finally getting around to wrapping up final touches and trying out different rendering attributes. I may rework some stuff, so crits are welcome. Otherwise, thanks for the good insight on this project :) Final specs: 4096 Spec/Diffuse/Gloss 2048 Normal 14,888 Tris
Image dump time! So, I've made some progress since the last post. I'm going to be creating some hair for him tonight, using that empty texture space in the texture's bottom right corner. Any critiques, specifically on the diffuse texture, would be greatly appreciated. Thanks.
You'll be able to get the trial on the website as soon as it's available again, it's getting hammered right now. The previewer allows you to load any glsl shader. It comes with a default PBR shader and also Relief mapping and parallax shaders that uses the typical Diffuse/normal/spec/gloss outputs.