Right, So, here's what I could muster. 1. Diffuse It's been my experience that semi-realistic texturing is heavily based on subtle texture variety. You have a good variation of minor details on the skin so far. I mean the array of cold and warm colored spots scattered across skin areas. However, I feel that it has a lot…
Hey Kevin, thanks for the feedback. In fact i agree with you, i know environment modellers come as teams and not as an individual. However, i'm not entirely sure whether you've read everything i've written (doesn't entirely matter but i'll explain my intentions now.) My current showreel in production is 'hardsurface' and…
Thanks Hupie and le0tard, yes that is something I have been thinking about. I should narrow it down. I am not going for photorealism, I want a handpainted style, but I ended up putting in more detail in the textures than I had intended. The cloth weave on the couch is taken from a photo that I ran filters, effects, etc. on…
Hi, All of these look very consistent in style and fidelity. I would up the quality on the marmoset viewer exports as they look very mippy right now so they don't do your work justice. All in all very good work. I love your renders, nice and crisp with great lighting and contrast. Many of these crits will be nitpicky but…
Radio: Good modelling and attention to wear & tear but the render is really holding it back. Try using Marmoset Toolbag for presenting game assets. Make sure to show your texture maps. Stairwell: In your description you repeatedly mention the assets you haven't done. Either finish them or remove the piece. The wall…
I just remember that I've never posted these old works (for Telltale, Microsoft, Gamevil, etc.) despite games released years ago, so I will post a few of them that I could collect screenshots from the net. [2017] KREE male armor that I've done at Virtuos-Sparx for Telltale Games. Sculpted everything except helmet and…
dakiaiu: 3Dcoat has a bad default renderer. Emphasis on default since things like that can be fixed. Unless you're willing to go dumpster diving for that information, it's going to more or less look like that. There are lighting and visual adjustments you can make in the upper right corner of the viewport underneath the…
A lot of people seem to be taking the 'just a tool' line the wrong way. It's not an excuse to find the one program you like and stick with it--just the opposite. The program is just a tool and you need to be able to work with whatever you're handed. You can still have favorites, but workflow is mostly subjective. Some of…
What are 2-channel 'yellow' normal maps...? See, it's things like this I've not come across before, so I'm very curious to research and learn about them. But you're right of course - experimenting/plugging things in to see what they do is a good way of going about it and learning, but in the case of these squares, I'm not…
Aww yeah, time for a new project. I'm gonna be doing a classic: the UH-1N "Huey" helicopter. This was very popular during the Vietnam war as a "Utility Helicopter" (hence, UH). It served many purposes during that time, and looks bad ass! So I decided to model it. The model I'll be doing is referred to as a "slick". These…