Decent for a first model. You should post wireframes, tri-count and map sizes though. You provided PLENTY of shaded angles to look at, but they don't appear lit. Use marmoset engine for this. Depending on where this model would be implemented, the polycount suggests it would be used for a mobile game. I'd say nowadays the…
Baddcog : The sets looks great, but I think you are making your own job way more complicated than it needs to be for the loading screen illustration. In other words : a little bit of planning will save you tons of headaches ! A few tips : - Don't start a loading screen illustration by randomly placing a camera in 3d space…
First, overlapping UV does not equal symmetry. You only get symmetry if you mirror a UV. Most environment UV tiling is done by simply scaling the UV larger than the 0-to-1 UV square. That causes the texture to repeat across the model. Not causing symmetry, which means creating a rorshach or "butterfly" pattern. If you're…
Great reel! Here are my crits: -You should put the aztec golem+robotic empress part at the VERY beginning of the reel! Right after your info. Put the screenshots/stills at the end. You want to draw your employers eye to your reel as soon as possible! Good job on animating it too! That's definitely worth extra points. -…
Yeah, the second paragraph of your reply is really what I am wondering about: You can see my Low, Sub-D, High looks like this. And while Sub-D matches Low pretty well, it's not as close as the High (likely the source of my problem). If I compare the bakes from Low2SubD with High2Low: I can see the Low2SubD one creates…
@'Matro v. Froyok' haha now now, i dont think he meant it that way. (i think he replied to the wrong thread) Youre right that i wont be able to achieve shadows with more definition unless i upped the rez significantly. (its at a 1024 right now for the ground, no need to go any higher) Dynamic shadows could work too, and i…
Commandor, thanks so much for your feedback. Pretty new to texturing so I'm still wrapping my head around all the millions of micro decisions that go into making hte texture right. Plus obviously quixel is a rather large helping hand :) 1). great observation. I hadn't considered how the materials sat together with each…
Nice! In terms of feedback id ask what youre rendering this in? In terms of real time it might be worth looking into UE4 and getting a super nice car material setup. When cars are in such a clean condition as this one looks to be then a lot of the detail and realism comes from the paint and how its reflecting the…
I'll preface by stating Bush is a moron and I can recognize a neocon when I see one. And I do also find it funny that Republicans suddenly have a backbone in standing up to all this spending...where were they for the last 8 years? And if a gun was pointed to my head and I had to choose...I would, begrudgingly mind you,…
i think what you need to do is go right back to the modelling stage on your building. Forget about the textures for the moment and observe buildings from life. Most buildings are far more than just a box and have far more interesting silhouettes than yours. The difference between a good building and a bad one is in the…