Whenever I go on artstation, all I see is T&A. I realize it is the main tool I will use to apply for jobs, however to me it almost seems like a soft-core porn site most of the time. If I am browsing for inspiration I usually click the "picks" menu or type in something specific.
You must to see it video https://www.thegnomonworkshop.com/tutorials/creating-props-for-games-vol-1 Shortly, your low poly model should be located close to high poly and on the 90 degree angles or less you should put hard edges and cut uv in this place, all other edges should be soft.
i thought of leopard print tatoo when i saw your last render. also i believe he is too "soft" ...if you see the photo of cena that was posted , more sharp contrast in muscles, more ridges, more veins...that's what it needs to look menacing in my opinion. love the shorts too!
Scales feel very uniform right now some of the structure on the face still seems a little soft as well. Take some time to define some major forms a little more and get some of those larger scales in there. Real life iguanas have some very interesting stuff going on around the face
Dang this is looking awesome! It's been a while since I last saw it. I like the updates, the belt device looks a lot neater and fits in a lot better with the rest of her outfit. I also like the details you're adding to break up the silhouette and the soft to hard edges. Can't wait to see it finished!
That looks like you need to bake with an averaged projection cage (xnormal allows you to create one, for instance). From what I understand, having all soft edges in Maya should have the same effect though.. (but I heartily dislike Maya, so my knowledge here is mostly second hand)
Your model overall looks pretty good, but your forms look really soft. I'd tighten up those bevels before moving onto the baking process, and I'd also exaggerate the cut-ins. as it stands those little diagonal cut-ins will barely show up in your normal bake at all.
OK guys I've hit another problem. This time it's the skin modifier, for some reason I can't see the influence of the bone envelopes on the mesh vertices... They should show colour information in the same way that soft selection does, but, I click on an envelope and... nothing. Could someone explain what's going on here?…
If you are using UE4, capsule shadows might work. I've used them for a making a ceiling fan cast soft indirect shadows. But they are situational, and I don't know if they self shadow well. You would still want to bake the cavity maps, but of each part by themselves, and you can put that in the AO of the material.
Firm up the edges of the wood planks. The middle bits are cool then they get real soft at the edges. The inbetween areas are a bit undefined too. I think there is too much value change on that surface. The faked interior is a neat idea just make the shapes more defined. Add some contrast highlights on the window too.