@Tobbo, Thank you so much for the feedback! I'm going to start posting all my new work in UE4 it looks like, and I'll post texture sheets/wireframes too. Thank you so much for the advice, I really appreciate the replies!
I like your Darksiders inspired environment. I do think it probably needs more color or something. The majority of it being white/greyish makes it look unfinished. You will also need breakdown shots of your work, wireframe, texture flats, etc.
Keep in mid that you gonna need a normal map in order to get those round edges like in that reference you posted. Have a look at the wireframe in that sketchfab model. Its very simple. Its all about to set the right edges hard and soft.
Yes. it does mean that. On the other hand, I don't see why they wouldn't consent. Heck after they see what modeled innards look like they might decide they want to use the higher-poly one as well. Can you show wireframes of the flash?
@neox - I'll do some more tests on the matching. If you can't send the 3d files could you post a few more images? - the normal maps for both (just cut out to the region you are pointing at) - the wireframe with normals displayed? Cheers, Rob
Im a bit surprised there havent been more comments in this thread... This a good piece of work. The only thing I'd really suggest presentation wise is maybe a nice rim light on the left. Any chance of seeing some flats and wireframe? Whats your polycount?
First thing I noticed. The pockets on the front of the pants could use a low poly box shape to pop them out. The chest looks really flat, a wireframe would help, It just looks like a flat chest with a boob crease baked into the texture.
I like your Characters. I would change the lighting, it does produced uneven shading on the wireframe Models. The Text is hard to read sometimes if the wooden Base is bright because of the reflection. I would want know what Character is modeled in Blender or and Modo.
These models look great! Is it possible to show more technical breakdowns like Lods, wireframes, and texture resolutions? For example what is the budget on a smaller unit and so forth. I understand if you can´t post any of that, but good job on the game none the less.
You have to make sure your viewport and normal map baker are in sync. xNormal uses Mikktspace, and whatever application you are using has the support that same tangent space. Here's that model in UE4, no shading artifacts, basically the same texture, wireframe, and smoothing.