Thank you! The lighting is fully dynamic. Mesh distance field shadows are used on Ivy meshes. Without them the ivy wood look very flat and almost with no shadows/AO. I use Subsurface on all foliage. I sculpted several Ivy leaves in zBrush and baked them into one texture atlas. For the grass I just took several megascan…
I gotta admit, the textures could use some accentuated gradations and off hues to make it pop a little more and not feel flat. I'd argue the red painted metal could use that especially, and keep the pure metal clean. This is just a suggestion for a solution to this criticism I have right now that it's reading a bit flat.…
Unless they are personally expressing and promoting a specific ideological statement in their work that I take major issue with, I can usually overlook things. Most of the time. I'll watch movies with Tom Cruise in it even though he's a full-blown whackjob and I think Scientology is a dangerous cult, but I'm not going to…
I feel like a lot of your items(anti-mage, lina, mirana) look really "flat". Maybe it's just your concepts and if you're like me you have a better picture in your mind than you can draw in a concept, but I think you need to add more volume and texture to your items. For example: Lina's hair would look better if it were a…
SimonT: thanks man :) It is kind of tiny isnt it. Endomi:Cheers, yeah the details are carved using a couple of methods. the main being. 1: unwrap the basic mesh. 2: convert the flattened uvs to a mesh (I use headus uvlayout but there are maxscripts to do it). once you have a mesh in a flat state and a 3d state you can…
Oh man this is really good info, kind of embarassed I didn't think of this. Fixing it is really easy. Just apply an edit normal modifier to your stack, turn on select by face, and select your flat surfaces, then click the average selected button it will make the vertex normals all face the correct direction. You'll have to…
Interesting stuff, and very impressive results. Out of curiosity is there any way to avoid completely how the smooth edges inflate outwards, causing the flat area to look slightly inset/indented? If I squint reallll hard I can kind of see this on most flat surfaces (in this screenshot, the bottom left hand corner), but…
@cookedpeanut: here's some wireframe shots that you requested. You're right, the back of the slide was a pain to get right. Its not flawless atm but the method I used was to model the back on a flat plane with a high subdivision and slice out the parts where the hole for the hammer was at. Then FFD Box the back with 5x4x2…
But isn't is on the concept? The part of the plate that is on the shoulders is almost flat (nearly planar) and neck surrounding opening is almost invisible. But I'll see what I can do to correct that. You got a cool face going on there Terminator2 but the profile fin of bothers me. First, the eye when you look at it from…
The high poly model is solid. Where the overall piece is falling flat is in the textures. 1) Consistent specular value across the entire surface. - You need to highlight the edges on the specular to help sell that this is metal. - Try to overlay a noise texture across the different color sections you have. That will…