In Maya you have hard and soft edges. You select an edge and define it as hard by going into Mesh Display>Soften/Harden Edge. Generally the 1st is better. It gives better shading, there is less wasted space in the UV layout and there less of a chance of z fighting.
Absolutely spectacular! Love the ice, the lighting, and the materials are superb! My only critique is that the stone steps feel a little rounded/soft and less structured compared to the hard, fractured, rhythmic steps from the concept. That's just a small part though. Looking forward to updates!
Nice job Pivot :) Would be cool to see some squash on the bread as it hits the floor, try lattice. Bread could also drop and bounce of the floor harder as it gets a little soft on the bounce up to full stop, but that's all I can say :D
yeah, i made the indents with the symbols then i painted over it with soft brush to kind a make it glow. it didint work like i had hoped, dont know how else to achieve such carvings. thanks for the crit, ill make more wear and tear
I think that you could use some more hard edges in there. The whole thing reads a bit soft. Look at you ref images and see some of the faceted faces. Then I would get in there with some chips of the old block :) . Some smaller facets.
I added back in some of the fog and pushed the focus on the central area. Thanks for the feedback! *Edit: I had a .5 pixel blur on my higher res image for other forums and when I pushed it to this lower resolution it was still on. That's why it was so soft. :)
So I re-inked my character with tweaked tablet settings. Turned out my tablet pen's tip was too soft before, so I couldn't get any line variation. New one is on the left, the old on the right. What a difference!
They were a bit random actually, don't know why I forgot to double check that bit :poly136:. I've just tried them all soft and then all hard edges and still no joy. Were you referring to the just low poly or both models?
If you connect your tiles to both inputs of a Non-Uniform blur, you'll get those soft edges kinda like he has. And his tiles seem a lot more glossy than yours. That also might help to reduce the rubbery look.
Thanks! One caveat to explain up front is that CrazyBump's shade-removal only helps with soft shading. It's not much help against shadows that are hard-edged or extremely dark. It's mostly useful for examples like the one above, where lighting is pretty good to begin with.