Took a bit more time and tried to get it better. I wanted to get some more crits before it make the lowpoly mesh. I don´t have the skills/anatomy knowledge yet to sculpt it perfectly and I won´t be able to work on it till it is perfect- plus, it is my first approach on anatomy. So, more to come, better ones to come.…
am i right in guessing these 3 pieces are posted in the order you made them? they definitely look like you're learning loads as you go down the page. really like the cockpit - good use of lighting and all the textures and models look good. the overgrown one is definitely the weakest - there's a bit of loss of definition…
@Cube Republic I think I should also post these references from Orb, as they show more of the stone style that I ended up going for for this wall. Less layering, plenty of cracks. Of course, there's still so much I have to learn about achieving this look, but the heavily layered rock in Faf's examples above was a bit too…
Thanks for the replies folks! Fortunately I'm not too shabby at 2D skills since I dabble with digital painting already. You both touch on K.I.S.S. (Keep It Simple, Stupid) approaches which is nice. I guess despite my previous attempt to nose-dive into character modelling, I'm more inclined to focus on environment stuff…
Very cool stuff indeed! I have a question that maybe you may be able to answer (or perhaps someone may know) On a lot of the forerunner stuff, there are bevels in the texture but not in the geo. I know this would be easy to do if things had unique details, but I'm pretty sure most of this is generic tiled textures. I have…
You're never going to get perfectly clean shadowing/lighting across pieces like that. Perfectly flat modules with very clean texturing will always show some type of variation. In fact, you can even see it in the dynamically lit version you posted. That said, there are some things you can easily to do minimize or eliminate…
Ok, I guess if you're jumping from immediate concept art already, especially for this: As people mentioned before, it feels like you just extruded a flat plane and called it a day for the gun, even with the separations. You'll notice in the actual Mass Effect reference of the gun, the grip of the gun is much thinner than…
posted these from this thread link NOTE: If you downloaded the previous files please delete those and add these to the correct directory thanks :) these now use the substance folders. Download Substance Tools Updated where the files go in. now all files go in into the basic substance directory unzip contents into Substance…
Hey sorry it's taken so long to check up on you it looks like its coming along. the hoody looks great. not sure why you are still having problems with the chin though I would have guessed that would been the easiest part. but it looks like it ended up being the other way around. which makes me wonder if it's really a…
Another example: The stretching can be introduced by the shape of the UV's. Straightening edges on the UV layout makes a messy normal map but it works out ok on the final model, Although it takes more pixels to accurately capture the squared off UV's so in general its wise to keep the shape of the UV piece as close to the…