Very cool little birdy , mate ! It turns out grate so far, you've captured the concept perfectly ! Try using the pinch brush more , it is great tool ! The forms of the sculpt all read equally soft right now, maybe it will benefit if you pinch here and there and try to differentiate the beak material from the fleshhy parts.
It's still looking very soft. Have you considered doing a retopo to get nice hard edges, clean divots, etc.? Something you might want to consider before going too much farther. You have a good base to do the retopo now that you could then later go up in subdivision levels.
I had a problem exactly like this ages ago, and it was a virus. When I restarted my computer, thats when it kicked in. I fixed it by running windows in safe mode and running a program called Malwarebytes. Its like caustic soda for your computer, it will rip-apart anything that could be a virus. Might be worth a shot?
Yea, it will catch light better and you will get a cleaner bake with nice soft edges. A good test on your highpoly is to put a blinn material on it as you work, and zoom out to see how the edges hold up. If you get really bad aliasing then the normal map will also have those problems when you bake it.
Nice job on this! The model and presentation are very well done. I'm wondering if the armor metal could use a few more fine specular highlights. I also find some of the metal, mainly the weapons seem a little blunt and soft. Although I'm sure your done with this I thought it might be good to keep in mind in the future.
@MarcoSkoog I don't want to project my own experience too much, but I went through something very similar as an artist. My work was very smudgy and "soft". It was entirely a confidence thing. I remember one of those similar conversations distinctly and as daunting as it was to make a drastic change, I now am very thankful…
Ok, I got a few comments about the sculpt. It doesn't look like that stone should be soft like its weathered by water... feels unnatural. And the formation of the rocks doesn't feel right to me, nor the cracks. But thats just my two cents. other people may think it looks natural or look right.
Inspirational work. Already saved those renders to my HD. I'm also curious about your rendering method. Is that a shellac material with standard GI and 3 point lights? I always have issues combining point lights with a skylight. Can never get the soft shadows to work well with the hard shadows and specular highlights.
[ QUOTE ] Looks gorgeous... gameplay doesn't look all that great to me though. [/ QUOTE ] Good summary. The Art direction looks strong, and the engine impressive. I like the soft shadows. But this certainly doesn't seem to break any moulds from where I'm sat. I think I'd get bored pretty quickly.
lol thomasp, yes, i get your point - obviously there will be limitations and cutbacks in an actual engine which will make stuff look worse than it started out, but currently you will NEVER get realtime radiosity and soft shadows to the extent that something like VRay will do offline. but i agree, i'm too impatient to wait…