The over all proportions from the reference to your final model are off. The whole hammer needs to be thinner, and the head and rubber handle need to be longer. If this is a piece you plan on displaying in a portfolio later on, I would recommend you ditch the spec and normal, and rely more heavily on a solid diffuse.…
Amazing work! Like others have said very crisp textures, and very consistent. Really nicely done. It's funny, I am actually working on a character (diffuse only) where I am following the exact same workflow as you did here. (btw, this is my first attempt at trying a character with this particular workflow.) I'm not the…
That's pretty bad-ass looking concept there, if I had saw that before I found the ref image I am using now, I would have based it on that. This is the material for the terrain/building (they will be instances of this material). Smaller props will get a more simplified version of this. The normal map blue channel (depth) is…
Hm, didn' write a tutorial (yet) and I don't think there's enough to this to make it a tutorial. Basically, instead of using a greyscale cubemap that is dark where you want the shadows to go and multiplied with the diffuse map, the cubemap is an alpha texture (I drew one myself but I can post it if you want) put into the…
Hi all, CrazyBump Beta 7 is available. Please send me your feedback and suggestions! Download links are here: http://crazybump.com/forum/viewtopic.php?t=255 New features include: -More options for the preview window. All maps can be toggled independently. -Controls to add highlights & crevices from your normal map to your…
Update: All the maps are still very much WIP. I started working on the diffuse yesterday and still have yet to add in the worn areas and dents and stuff in the metal. I'm saving the skull for last because I want to take care of the rest of it first and not have to depend on the skull for coolness. Rendering and especially…
Ya the texture res is super low, I unwrapped the building as a separate object. The problem i have understanding is getting a grime/grunge map on there that is unique to all sides of the building... let me snag my unwrap for you guys really quick.. This image i scaled down by 50% Now i understand that i can make that a…
Hello polycount! This is the third in a series of creature sculpts I've done in order to get better at zbrush and explore creature design. The termite mound and termite sloth were both sculpted in ZBrush 4R7 and the scene was created and rendered in Cinema 4D R16 Polypaint Diffuse Map 2048x2048 Termite Sloth Normal Map…
Hi all, This may have been asked before but I'm not finding the solution for my problem anywhere so far. I'm fairly new to UDK and working my way through a few projects. I have a shader setup that uses the R, G, B vertex colours to paint the following details over the base diffuse: R- Rust G- Scratches B- Discolouration…
Hi everyone, I could use some advice on how to progress. heres the concept: here's what i have so far, i need some critique to get on the right track: http://p3d.in/UjeAO/shadeless the empty space is saved for other environment pieces i plan to include in this set later. i've tried to view this in maya using a .png file to…