To see backfaces, switch your shader to the pbr-metal-rough-with-alpha_test one in the viewer settings. You can also activate the alpha dithering in the shader options, it will likely work much better for hair cards.
Hey Patrick, what engine are you working in? Are you planning on working with a PBR material workflow or something more traditional? Is this work intended for high end PC's or consoles or something more optimized for mobile? thanks!
I would say look at the levels for you image i think you can make this POP a little more but the style is looking great. Kinda feels like a PBR advance wars
Metin2 fan art. Based on original concept artwork. 9.5k polygons + pedestal. PBR texture maps 2x2k. See more pictures and Marmoset Viewer on artstation. https://www.artstation.com/artwork/r4w0e
@Fabi_G are you going the hand-painted diffuse only route or do you plan on doing PBR? Just curious so I can give you better direction on material definition
After spending some time to learn the PBR basics, I can finally show some progress. The model was rendered in Toolbag with albedo, roughness, metalness & normal map. Feedback much appreciated.
Hey James, So what is the poly count I should be aiming for?Yea I know I'm weak at texturing been working on getting better learning the PBR work flow and all that
Textured with SD. Rendered in V-Ray using the node for Substance Designer here: http://polycount.com/discussion/155524/pbr-basecolor-metallic-to-vray-3-2-corona-redshift-arnold-converter
I've read the PBR guide, and am currently reading Anatomy for 3D artists, as well as Digital Modelling by william vaughaun. I'm looking for something that teaches fundamentals, nothing software specific. Anything that's helped you, really. Thank you in advance!