Hi all! I'm new to polycount, lookin for a bit of feedback on this knife I made for my portfolio. I'm currently working on a unannounced VR title right now and we needed a lowpoly KA-BAR. I figured I might as well just make a nice looking highpoly render and then reduce the polycount and resolution later for the game. I…
Hi, is not as difficult as it might seem, is just a matter of getting used to, I am doing some assets that have a lot of hand painting and procedural fractals lately. And mari is a breeze for both. I use auto bake on the buffer so when I move the cursor it automatically bakes what I just painted on the layer. I found out…
Not bad, I agree with the suggestion to add more contrast to your lighting, right now there's just way too much ambient light. Also try slightly varying the color on the different types of lights and tweak the post processing, it wouldn't hurt to do some color adjustments on the darks/lights of the scene as well as maybe a…
Hiya guys! Threw some stuff together and did a small lighting breakdown. This is not going to be that in depth tho, but if you have any questions, feel free to contact me personally via messages. Lets start with the process first Then all the things that make the lighting up and the settings I used. Remember these are…
I wanted to see what this character could look like in Redshift. It's very tricky to get the skin shading right in this application. I used scanstore textures which were not the highest resolution. It worked well for a Unreal Engine project but perhaps for redshift it could be better to use xyz texturing. Especially the…
Hey, this has come along pretty well so far. I hope you don't mind, I did a quick paintover to show what I think might improve this texture: Here's a run-down of the stuff I did: * Less contrast on the skin (I think the highlights were getting too white still). Tried to soften it out a bit (only got a mouse here on my…
You should let us know what software are you using. But I will just guess you might be using 3DSMax. I barely ever render stuff, much less in wireframes. But I'd do it this way: 1. Create a new standard material and apply it to all your meshes (or the ones you want showing as wireframe). 2. In the Material parameters, at…
The area of interest is indeed around the red marks as it is the most detailed and the most interesting. Focal point however my eyes are getting directed to the bold text on the bottom left. Allow me to explain. - First, your light and shadows are creating real strong lines pointing down. - Your shadow leads the eye down…
brushes are kewl, it seems easier for items like this to just use photos and manip them a bit (which im sure your doing) but the brushes are giving it a painted look a bit, kinda soft and fuzzy or hazy in places. for the normal, ummm im not sure what your work flow is for this. I usually do a highpoly in max then a low. i…
Good progress, @Rickpwnz . As an overall thing, I think you could benefit greatly from giving everything in yout high poly a push modifier. The edges dont really catch as much light yet as they could. If you look at the roof, you arent quite getting the same depth as in the concept. This could be part normal map\shape (did…