Thank you! I wanted to add a bit of shading on the albedo but I didn't want it to to overpower the main lighting. The subtle shading also makes it look less flat in shadowed areas in game.
Looks good, nice consistency and style. However I have to agree with the normalmap comments, in fact it looks like you just took the diffuse textures into Crazybump and fiddled with the settings a bit - that will never create accurate normal maps for uniquely unwrapped objects. In fact I can see from some of the flat…
Hello! I'll participate here too, I have done this model with zbrush, starting with a zsphere. I tried to make the most finished model possible, but I think later I will work more in the nails. Where more do you think it can be re-done? @Malatoar - The palm of your hand is very flat, need to be a little more fat @Rav3 -…
Another note, his eye sockets probably weren't as deep as you have, as the fat around his eyes might push them forward a bit. Other than his nose, he seems a bit flat faced. But so far it looks good. I's stick with the armour, Simply because you could play with the lighting. and put a drapery background and light it like a…
I'm glad to hear that you are always open for crits, maybe the design was made that way, but the normal mapping and texture works looks flat, like a model made for Quake 3 that only has 1 diffuse map, I feel that the metal colouring made by the heat is a bit overdone, and the specular/gloss are flat or all on the same…
Thx you both for the infos guys :) :thumbup: Actually both :poly124: Also for now I'm only trying to get an overview so later on I know on what to focus my research/study,I don't want to dig too much yet because for now I'm only focused on anatomy until I get the sculpting done,but basically what a "jiggle/spring bones"…
You know, I knew ZBrush's retopology tools were flawed, but I only realized today just how bad they are. I was having some issues with my exported files, so as a test I made a simple sphere with a flat texture. Except when I started trying to auto-retopologize a low-poly version (I was testing my retopology method as…
I'd say get some simple lighting PLUG http://blog.environmentartist.com/?p=205 in the scene. Not sure if this is going to be in Maya, UDK, CyEngine, etc. Jessica's point about the textures feeling flat is valid. But once you light it that might change things a good amount. One small gripe I noticed on the center floor…
What do you mean by weld or ring? You could model a flat part coming off the tank where the pipes exit with a weld where it meets the tank. Then just add in some washers and nuts at the base of the exhaust pipes. And I have to say, right now the design looks fatally flawed. The greatest source of heat on the weapon is…
That is just how this works, you can store a morph target after dynameshing it and use morph brush to bring back flat area and manually smoth the surronding area. Another way is to make primary shapes using boolean in blender then small details using live boolean feature, making a low and high poly version out of that.