It is hard to critique work without the reference you pulled from. But from my initial viewing of your work the wrinkles under the eyes seem to be all the same depth/feel I'd fade out the wrinkle depth as they move away from the eyes. Likewise your skin looks very smooth. You added pore detail which looks fine, but human…
The lower/trigger group housing is just a bolt on. As far as I know none of them have a restriction to the types of stock's they will accept, beyond that it has to be one designed for an MP5. The lower shown is NOT an airsoft trigger housing. It was the original German styled housing that was used on the mp5. *edit:…
In terms of the smoothness of the low poly's - I think it's coming back on the normal map, it actually quite obvious that smooth parts are looking kind of choppy. The main bath tub body looks a little noisy and looks like it has some hard edges. The cylinder, where it bevels to the thinner part there is some noise in that…
Thanks for the further replies everyone. Ok I've got the ridges around the edge sorted, a bit of messing around in xNormal and Photoshop got them looking nice. However, I'm pulling my hair out trying to figure out how to get the top and bottom lips looking smooth. How in the world did this guy achieve this:…
@ ZackD Thanks for explaining it, :) . I think with Corona A6, glossy maps are - white is smooth reflection, black is glossy/rough. At 1.0- smooth reflection, 0-rough. It's a little confusing with the physically based shading but I think I am getting the hang of it. Another question about using the console log. If I…
Just wanted to post an update as to how it goes for fixing my problems. Someone on the CryDev forums suggested to me a bunch of things to help me fix things (have direction constraint set only to the y-axis, render out in 16-bit, ensure smooth positions is turned on...) So basically what ended up being the issue for the…
SupRore, you're on the right track, but while splitting the UV and smoothing groups does increase the "technical" vertex count, if you bevel the edges instead it will cause more performance issues (to do with how graphics cards sometimes handle very small polygons when they're very small on screen, ie. at long range…
@almighty_gir Dude, marmo3, SO smooth. Much love <3 @lotet I didn't try out the material baker. I'm hitting up substance so there's no need really if i'm thinking what you're thinking. I pre-prepped vertex colours in zbrush with a swatch (so my substance experience is as smooth as possible) and used the albedo baker to…
Thanks a lot. I optimized it some more, but somehow the smoothing groups are causing a lot of issues that are very subtle in Marmoset but really visible in Substance Painter. I don't know how to solve this because in some areas where I would expect problems to occur it looks great, while other areas cause huge artifacs. I…
Do not mirror the flat planar shapes that you're getting issues on, instead remove the mirror edge down the middle, detach them from the main uv island and assing hard edges/smoothing groups to these areas. The problem is an unsynced workflow, if you were using a shader/baker that was synced it would render perfectly, but…