I suppose it's partly the shading. It might also just be the lighting setup. The leaf textures themselves are also not on par with the quality of the rest of the vegetation. Would you mind posting the texture sheet for the leaves? Take a look at this. I would define the leaves more individually on the texture sheet (You…
Right, so I've done some rework on my study scene. I decided to give up on Unity for the moment and rebuilt the scene in Unreal. Most of the props haven't been placed yet, and the lighting is just a preview build, but I would really appreciate any feedback. I'm struggling a bit with getting the lighting right - trying to…
For the metal you need to have a darker diffuse, like below 50 on the RGB scale, including the gold. Metal is defined by the spec and gloss, with little to no detail in the diffuse by itself. More scratches and tarnish in the spec will really help sell the metal look as well. Here is a quick and dirty mock up to show you…
I have a standard layer groups setup which gives me a context for organising and exporting my layers. This setup is in a PS action I have set to a key. It speeds up my workflow immensely as once I have a standard look defined for a surface I can very quickly translate it to other objects across a project as the only…
push those materials! you've got a good base going but you should really shoot for defining those metals better, as right now everything looks very flat. check out some of these examples to see what you can do with your materials http://joerivromman.com/Props.html…
I'm confused by the six pack abs. A voluptuous woman like this shouldn't have such muscle definition there, nor should we be able to see her ribs or serratus muscles. I think the breasts look a bit small compared to the concept. I also think you should re-visit the face. The concept has a more angled, defined face than…
The polygons are being booleaned because they are part of the two subtools that you're telling Zbrush to boolean. If you don't want certain groups to be be part of that operation, first split them off into new subtools and then use the new Start Groups (the arrows) so that these subtools are not part of any other grouping.…
my 2 cents is that your normals are way TOO noisy. get rid of some of that noisiness in the normal maps, and make your spec maps help selling the bricks as well. points id take into consideration: 1) making the normal maps a bit less noisy 2) working the spec maps a bit more, defining materials 3) having the diffuse maps…
Awesome work as usual Snefer. Love your work. I would consider my two points stylistic differences but, I'm unsure what material the grip tape is suppose to be and I would personally define it more. I also think the wood is too shiney for how rough it is, although that type of material could probably be reproduced in the…
Carabiner - Thanks! The stairs are just the unreal primitive stairs for now so they look a bit messy. As for the human figure I actually have not yet, I really need to though! MisterSande - Thank you. I have some pretty cool ideas for some graffiti and such in some areas. Definitely want to make this look used up. I also…