Hope it's not taboo to resurrect one of my old threads for this question, but it's on a similar theme and I can use the same example. ( http://s24.postimg.org/quyp3k5yd/Houseimage.png ) What about ngons in situations like this? You can probably see from around a lot of the windows and doors that a lot of the larger wall…
A few things pop out at me. The lighting for the model seems extremely flat. So neither your specular map or your normal map are getting utilized. A simple 2 or 3 point light setup can work wonders for highlighting all the detail you have put into your work. Along those same lines, your normal map either looks like it…
Your modelling is actually really solid on the wall, but the textures and lighting make it look super flat and boring. It needs some nice spec to make it look more metalish. I don't know if there's a normal map, but if there is it feels very weak. There's also no consistency between the different parts. Some parts feel…
Are you doing this for a space-perspective planet shader? Or a planetary surface-level effect? From the wording of your first post, I'd guess at surface-level. In which case, for something simple that you're going for, I'd imagine dotting the light vector against the horizon vector would be the bulk of it? The horizon…
Yeah, that's my bad from thinking from a character artist perspective. It wouldn't make sense for an environment or even a complex character really. Texel density would be cool, but it's easy enough to just show a separate image of my UV flats on my site if I feel inclined to do so. If you do add texel density, will there…
About my previous post, I was only stating my opinion. I am not trying convince you to change THIS character with all my arguments, but I am pointing at what you could keep in mind for the future, If you choose to agree with me of course. ;) Also: 1) I am not entirely convinced about the ribcage, is that anatomy really…
Your stones look too perfect and too round, try making them rougher in the texture, and not so perfect and bubbly. Also I think you could have gotten away with making way less geometry for the walls, basically have a flat plane with texture you just need to pop up a few stones here in there, instead of having each rock…
If you ever get warping i.e. colour change on your normals from a flat surface its not so much of a problem. All the normal map is doing is correcting you smoothing group information to represent the object your using to bake. The problem is when the object has to be lodded and all the suporting structre is lost meaning…
Couches and furniture is great real world example when it comes to unwrapping and UV seams. Couches are made up big flat pieces of fabric or leather, kinda similar to how textures are flat deconstructions of 3d models. Couches will have fabric seams, and you can get away with putting your UV seams where seams are on…
Seconding the part about lighting, also try removing background and setting up flat color or crank up the blur on background, i find that helps me a lot when dealing with lights. Also try adding more than one light, and set up mood for the scene. One thing that may be error is the certain details on the tank dont look like…