After some experimenting, I noticed that increasing the Lightmass quality (Indirect Lighting Quality, Static Level Scale) did not help much with removing the black edges. I got much better results however when I started aligning my second UV channel to the grid, which pretty much confirmed my suspicions that the issue was…
Stellar work there, man! I imagine the knee and ankle issues are related somewhat to the rigging or the weight painting, but in the current shot it does seem like something you should pay attention to. My $.02 would be to add some more contrapposto, as in tilt the hips and the shoulders in even more contrasting angles, and…
Illustrations are paintings, oi, watercolors, anything on a hearthstone card to a league of legends loading screen. Its an image trying to convey a mood or story. concept art is visual design, how does a gun look? an alien or a car? concept art is tuning a piece of descriptive text into an image. Example of concept art.…
Iterating across multiple files in a single folder isn't very professional and in my experience can cause problems. What you should do is use source control and check in regular revisions while you're working on the file. Having multiple versions always causes problems with others not understanding which file is the…
Personally I think I might end up using something like this http://www.albinal.com/wp/2012/02/2d-in-blender-2-6-tutorial-part-2/ Combined with frame per frame animation to do this type of sprite art. The way I see it you will be able to have a bit more control than just a better skeletal tweening. Such as extra bones you…
@Jeff : Thanks! Yeah, I don't know if the grip is supposed to be a wrap covered with that rubber thing, or what. So I bailed and just did a loose wrap. My intention was to make the blade look a bit rough like in the concept, but now I've realized it was just some of the particles that made it look rough. The silhuette on…
This is a super solid scene, but I'm going to have to agree with the rest of these guys. The green filter makes it feel really stale to me. Blue feels more mechanical and spooky. If you want to do an oddish kind of green look, then make it localized with those hanging lights. Not often will you find this color green light…
I would focus on the metalness workflow for PBR. Improve the density of your model as well, it looks a bit too low poly especially on the curved sections. After reviewing your textures, you have loads of wasted UV space. Re map your mesh and use as much of the 0 to 1 space as possible. Did you make a high poly version of…
if you want good polished look then you will have to create a custom base mesh with separate topological elements for all the separate leather patches. google boots/shoe base mesh. http://vector3dlab.wordpress.com/2013/12/02/aa/ sculpting them all out of same surface will give you messy result unless you wanna spend lot…
Model is good, but texture need to be remaked. You do very noisy diffuse what isn't good idea, because it's simulate some detail, but noone know what detail ;]. See lines on the side of shark. It's unregular and color transition (from white to blue) is sharp not moody like in your diffuse.…