I have to agree here, the texturing feels very basic Try getting a lot more edge definition and large scale wear , also the base materials have this non correct material values look. The modeling and bakes seem good, you should try use a bit more polys tho to get the last flawed silhouettes and forms down perfect. The…
I am no character artist but I think I could give you some tips on what I should have done. If you are going for a realistic character you should focus on sculpting the character in Zbrush or mudbox to make sure you have right more similarites and then bake everything to a lowpoly character. Right now you can't see that it…
Nope, that won't make any difference. What you could to, wich is the same as normal thief, is to copy the normals from a sphere or something with nice normals you shape after the bigger forms of your leafs and branches. To copy the normals use the transfer attributes in maya. I had a real hard time creating trees a while…
These faces still look oddly composited to me ... Or maybe they are set to fullbright, with some sort of multiply effect applied to them to make them blend with the overall lighting ? I am pretty sure there is some trickery going on here - this is definitely not shaded in the regular sense. Not unlike the old Max Payne 1…
Honestly I think its a bit counter intuitive to use displacement on an object like this, certainly just using enough geometry in an optimized fashion to get the proper curves would result in better performance than sub-dividing your model to 10,000,000 tris or whatever you need to do to get this effect. In addition to…
That's because the texture style of don't starve is pretty similar. The biggest difference between it and TWD/Backwater Gospel is that the latter two are in full 3d while Don't Starve is all planar sprites. This is partially 3D, but the smoke, grass and the stuff on the clothesline are planar sprites. I think the style is…
The problem with doublesmooh is, that you have only one way to determine the edges, by using geometry density i would suggest to use quadchamfer instead, it needs a tad of cleanup here and there and might be instable at times. but it gives you nice and clean supportloops, making sure all your edges on a materials are the…
One very simple solution that works in any program consists of : - Splitting off the cushion from the rest, along the problematic concave edge - Moving it up (both in the lowpoly and highpoly) by a known amount of units. The resulting chair and cushion parts don't have to be two models - they can remain one model, just…
Just went and applied some of your suggestions, although they don't make much of a visible difference since it's a bit late into the workflow to do some of those fixes (although the inclusion of the caruncle alone changed her look a lot). Her epicanthic fold is baked into the normal map and I don't know how much I can work…
You're missing the point of what I said, if you want to execute this sort of design well, you should go back to the highpoly stage and fully integrate it as part of the asset, not just tack stuff on after the fact. There is a difference between a nice looking, fully concepted and properly executed design that looks like an…