Compare how normals are pointing in attached image. From top to bottom: - with smoothing - no smoothing - weird smoothing In the weird one most of the normals are point straight up, that's why it fools you in thinking that it's one flat geometry. The faces that doesn't look flat have their vertex normals pointing in the…
Yeah I agree with you two about the texturing. I just don't know how to fill big open flat areas with anything interesting. I tried throwing on some small random greebles but in pretty much every model i've ever done, I always feel like I am at a complete loss when it comes to large uninteresting plain areas. All I can do…
a few quick things: things are looking pretty flat. as in planar. not a whole lot of interesting architecture going on. the majority of this scene is flat brick wall. building in the background needs work as well. windows seem very close to the roof-line, and generally lacks any sort of detail and looks like a last minute…
That did the trick. Thanks. Follow up question. The white line seems to have been replaced with essentially a black "outline." where there are intersecting geo mesh components. A similar intersection on a more flat plane doesn't seem to have these kinds of harsh outlines despite similar setups. (Only difference is one is…
The main problem that i see is that flat extruded feel that your model has. trigger guard is as thick as the grip and grip itself has really sharp edges and distinguishable sides. because of that it looks uncomfortable to hold and design feels more cheap. that horizontal piece with 3 convex stripes also is 100% flat while…
Here's some normal map reading if you're interested. polycount wiki Here's an example from the link above that illustrates what happens when you bake something down that has perfect 90 degree sides onto a flat surface. It doesn't catch the light well and makes it appear too flat. So if you're going to bake the little…
Looking good, the armour looks amazing, I'm very interested in how you did her hair, I'm guessing it's some geometry underneath a few layers of flat alpha textures? The topology for her body looks really good and efficient too. My only issue is with the skin texture, it looks a little flat and not quite like skin, almost…
Good anatomy on the body. Cool textures and outfit. The lighting seems a little flat and I can't tell what's going on with your hair. The opacity of it seems a little off and it's super shiny. Also, the arm band piece is very flat looking. Looks like it's drawn on with a sharpie. Also, the eyes seem a little small and far…
I want High polys! I want Low polys with only normal/ao applied! I want some texture flats! And I want a darker background! Seriously though its a decent layout. Showing your texture flats and presenting high/low poly models will better show your understanding of the character pipeline. As far as the work is concerned,…
A couple of things i see right off. The wood does not register as wood in your texture. It looks as though you just used a procedural material or flat color for the red. Considering it is wood, there is no real bright red wood colors. Second thing is there are no highlights or shadows etc on your lock and chest. They look…