First clear draft of the hair right now. Still needs work, but I'm not really sure what this is missing. All I know is, it's not looking as soft as it should be :/ Not sure what to do from here. I could keep layering though to get the rest of the hair volume.
Both have very soft looking textures, I think you need to have a bit harsher/contrasty brush strokes. Both seem to be lacking highlights, too. Also that one rock piece that's split across all 4 corners makes the tiling a bit obvious.
Beautiful, I always wondered why there isn't a whole set of hidden object diorama games. Only thing I'll mention is that the shading on the tombstones looks soft. Could be an effect of the lightmap resolution, but face-weighted normals would also help if you're not using them already.
yeah new input :) @Joltya Yes, she has strong proportions instead of a soft female body, but that's O.K. because she is a Officer and not a sexy police chick :D @Deforges, Shrike Your ideas are not bad :) I will give her a few more color versions :thumbup:
Yeah, skylight by itself just casts light from all directions, you will get nothing but ambient occlusion from it. I would recommend using Area lights with mental ray since they can cast nice soft shadows and are more realistic than point lights.
I use Maya and as I know there is no Smothing Groups--only Soften and Harden edges. I can change normal angle also. This is all. Just tried separately set each UV island to Soft (that required for smothed surface). No changes--strange edges still here.
I've never used modo, but it looks likes there might be different normals. Check mesh controls in attribute editor in maya and check the setting you're using for interpolating the shared vertex normals (soft edges). The modo screenshot looks like it has some bounce lighting applied.
Hi guys and thanks for advise, my thanks to you all abit late but I want ask some more and this what I'm looking for clean line and strokes, any idea can I get same result in zbrush w/o any other soft
That's looking pretty sweet, the new door looks great. I'd say the rock texture could use some work. At the front it looks like a picture of some rough rock bent over a low wall, while the main wall looks a little soft in my view.
Yeah, you're right - it's always been hard for me estimating how soft my edges should be for a high-poly model, I'll make them considerably less sharp before baking it down due to your feedback. Meanwhile, quick progress shot of the top section: