Here's what I meant by bleeding. Rust/impurities bleed from the metal hoops into the wood cracks on either side of the hoop, and liquids tend to seep into the wood there too, helping sell the fact that the two different materials have been touching for a long time. Your texture is missing this connection, making the metal…
Try to smooth the edges of right angles and add polygons/accents to those. Good examples are close-ups in architectural renderings (raytraced, non-realtime) where if you notice, most of the hard angles are smooth. Why? They add geometry more to those areas than to flat walls. For an interactive real time example, there is…
Barnesy, Ive gotta say your latest update on the face is a massive improvement. But to touch upon Tits suggestions I think the facial features seem to be flat when viewed from the side view. The eyes are a good example of this. What I suggest is try and look at it from a top/bottom view in zbrush. This will allow you to…
It's a good start but it's not really "done", you still have plenty of stuff to improve. The rounded parts look "beat up" like someone bashed the body with a bat. The front part of the roof looks flat. Be careful with the edges of the body panel, they're not aligned and don't flow very well with each other. The windows…
oh great ! Thank you Monsieur ! :thumbup: I coudn't remember an example last time as my brain was melting after work :poly142: It's useful to have a flat hierarchy when you want to, let's say, select all objects with their name starting by "plane" So you type plane in the search field. -With the hierarchy mode on, you have…
@Michaelmilette the reason it looks slender to you is because it's actually a polearm not a sword, the blade is just extra big, it is after all a wow weapon Anyways for crits echoing what's already been said I think the rock could use another pass. It's a little too boring. I agree with with Sipher3325 some fiery lines…
First reaction: very sexy. For a moment I thought it was a shot of something like Torchlight for reference. But there still are a couple things that can be improved. There always are. Textures are a bit muddy in places. The carpet could really use some weaving patterns, and the rocks look like a lot of cloud filtering. I…
1. Mirror your uv's 2. Half of these things could be floaters 3. use more UV space 4. Bevel your high poly edges on parts that won't read well so the light has something to catch on. 5. Add more depth because there the whole model is very flat, try and think of ways to avoid the boxy flat look, that's the hardest par. You…
I think you need to take a look at the way your edge flow is going around the model. Redirecting edge flow over at subd modelling might be of some help: http://www.subdivisionmodeling.com/forums/showpost.php?p=9879&postcount=10 Original thread: http://www.subdivisionmodeling.com/forums/showthread.php?t=907 Also, the edge…
Hey. This crit may sound a bit harsh but if you're serious about this improvement thread you need to go back and re-do your model. There are a few obvious spots where it doesn't match up at all. I think with an environment it's not that big of a deal, but when you're working on such a finely detailed/small prop, I think…