for my opinion your modeling need to be rework too , especially those hard edges, nothing its sharp like that, if you can use mental ray, there is a option in arch and design shader to chamfered hard edges (its like a normal maps effect) About PBR ligthning , again its really easy to manage with mental ray and if you want…
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Do you mean like this? I place bricks by hand for the top sections only? https://www.exp-points.com/modular-building-destroyed-inside-ue4 How do you make the jagged edges on the wall and do you bake all of this in substance painter? Great, that has truly clarified what I need to do next. Thank you so much.
Yeah - fairly common for class A objects because once smoothed curvature waviness and/or pinched areas may become apparent mainly due to secondary detailing i.e. radiator, light cluster well's, door handle inserts, panel crease/shadow cuts....etc regardless of whether your source mesh is modeled either high, low or medium…
I would raise the body up on the passing position for the hind legs. Also, add some motion to the hands and offset them a little for a better silhouette.
Cool design, but the front handle seems awkwardly angled. It seems like it would be difficult to hold your hand in that position while lifting something that heavy.