Best practice, is to utilize minimal cage density whilst blocking out the object's primary shapes which in turn will reduce destructive editing when further tertiary details are defined via additional geometry: Too clarify, I'll recommend studying this workflow:…
Hey Dinka, One of the most common ways to do this for a prop like your Lantern (certainly if it's a game asset), is to create an opacity/transparency map. You basically keep you basic shape of the lantern but the holes are defined by a white/black texture applied to the opacity/transparency slot of your material or…
Also displacement occurs typically along normals defined by vertex normals. So any object that has split /hard edge / sharp corners / normals would typically make a split in displaced surface . Few renderers can fix it automatically to certain extent but not Octane probably . Also typically displacement is working together…
To be fair when it comes to VR input and navigation, "seems like it works just fine" can mean anything ranging from blissfully mindlowing to pukebucket fest. The delicious irony of Onward is that the devs ignored everything that was considered "VR-safe" at the time and threw it all out of the window to make their own thing…
You're making nice progress! I'd recommend working more at defining the overall planes of the face with harder planes before adding in the more fleshy details. Look around for some reference images like this (sorry mine is tiny). It helps a lot to understand these shapes in order to exaggerate and add more appeal to your…
For a first render that's really good. Your models are nice and clean, I would say to look into using roughness maps for adding subtle imperfections and realism to your surfaces. You are also using very smooth lighting for a scene that would have artificial lights which would cast much more sharp and defined shadows. Soft…
PBR shader typically represents a surface defined by micro imperfections (roughness) and macro imperfections (normal map) . But in the real world there is a huge scope of details in between two of those things, smaller than 1 pix of normal map . It's where you have to fake something. For the velvet it's special Fresnel…
I think im pretty much wrapped up on this piece. I might go back and tweak some shaders and textures on this one but the changes will be marginal. Ayways here is a final shot and a vid ...it's meant to be moving so definately watch the vid :) Sound FX were created by Chris Groegler. The links may be similar to earlier post…
Eric made some great points, a couple other things is that the door handles are non-existent as it looks right now. The grime looks as though it's just a constant pass throughout the whole vehicle, whereas in actuality it would build up from the bottom. The buildup on the windshield is very defined, I think there should be…
When you model the high, are you using your smoothing groups to define your flat sides or are you using support edges? I always recommend support edges as you have much more control of the look of your model. With that said, your edges are WAY to sharp for a game model. We have to compensate for resolution issues when we…