Hi guys, thanks for the feedbacks! Torch: As I work at Allegorithmic (and do some product design on SD too), my opinion is necessary biased. But I will try to answer your question in an objective way : ) Substance Designer is "natively" dedicated to texturing so once you know how to use it, it's really quicker than doing…
I guess I suck at explaining stuff, so bear with me. I have two Specs currently, one is the Cornea on the Iris (I will call this IC) and and the other is the internal one is for the Iris. I'm using the math of the bulge of the Cornea as the 'inverted' math to fake the refraction internally, when it comes to the light…
The proportions on this guy are definitely better and the contrast to the background certainly helps. The hard edges round shadow being cast by the spotlight is odd looking though, maybe if you can put in a directional light to light up the plane in the background? This guy however has the same problem with the hyper…
Well you should waste a little more time on texturing. Didnt you have another thread ? Your specular and or glossyness map look like they would need a good bunch of improvement. The metal parts read pretty fine, mainly the mag and the attachment rails. Put a darker specular on the colored parts, did you do research what…
if my post sounds kind of defensive, it's not, it's hard of me to write this down in english without sounding that way :p I guess you are mostly talking about the parts since I had another look at his, and I don't think in terms of texture they can be really compared. Obviously as a newer "artist" you end up trying to…
Thanks for the feedback! There's always something that needs improving. 1. I see what you mean, though I'm kind of partial to it myself. It's supposed to be a really rough unfinished aluminum or something really cheap. I wanted to give the appearance of a weapon that has had parts replaced over the years, hence the…
So the combined map in this image pretty much follows Lennyagony's guide. You bake out a Prtn and Prtp map, and desaturate these images. Prtn on bottom with PrtP on top set to screen at 75-85% opacity depending on your needs. Then just the Green channel is copied out of the bent normal baked out. This is set to soft light…
There are too many character artists in the world for not so many jobs. In many games characters are often something swiftly moving around and not very critical for a perception of the graphics as a whole. I did character job for not very long. Although that time they were much more simple. Still I believe the character…
I tried this angled light approach years before with Xnormal and never got anything realistic beyond very hi frequency surface noise which you could do simply from photo. Not even bothered to try it again with SD. So not sure if I missed something. As of "clone patch" my problem is it's just a clone tool and nothing more.…
Here is a Photograph taken by a Friend of mine Franck Boisselier in Thailande, notice what makes the image more apealing when compared to your image : The Lighting, and the Colors. Here it is subtle but you can see there are two complementary colors all over this picture. The Yellow lights, the soft blue reflections on the…