Hey people A lot of the time I encounter questions about the whole "medium-poly with weighted normals and UV2 magic" workflow, so I figured I'd experiment with a Clear Coat UE4 material and document it while I test stuff. ArtStation I ended up making a Master Material that contains some tiling wood textures from a previous…
Hmm, it is a little blendy, but that's not necessarily a bad thing, although it would be a good idea to make the helmet identifiable as mason from a distance. Maybe add worn gold leaf to the helmet, or add different colors/materials to increase contrast, make the steel look more grimy and dark, or make your shadows and…
TLDR: Your stuff is too clean and lacks a soul. Ideally you want to create art (for games anyway) that doesn't look like it's a render from a corporate catalog. Example: Your problem isn't so much the models, but the materials/lighitng/composition of your scenes. Most models for games and environments (yes those that…
Torn Banner is seeking an absolutely phenomenal Senior Multiplayer Level Designer to help drive our level design efforts in our super secret unannounced Unreal 4 Project and future projects. Our ideal candidate possesses a mastery of multiplayer map design and layout, with a deep understanding of the relationship between…
ATM it looks as if you're making the metal to be like a worn coated AR receiver or something. Not like how sword usually wear/the metal used for this wears. If you've got something concrete you're going for though, I would just ignore what I just said. E/ Also i think the skull is meant to be a representation of a dragon…
Looks good, my crits would be the horns don't look like part of the skull, they're just look slapped on, and the eye cover needs to look like it attaches somewhare, probably best if it goes arround the skull. THe feet and ankles could use detailing as well so it looks like there's structure underneath. The placement of the…