just a little tip- i've seen a few people do this and its really annoying. Don't use an orthographic view for your preview images, maybe I'm the only one but it just looks so wrong and is frustrating especially when you can just as easily use a perspective view, even if it is only for a side shot of your model. Also…
Great looking work, excellent attention to detail, surface and material in your modeling. I'm trying to do some hard surface work in zBrush right now and it's kicking my ass, so I'm jelly. Now one thing that stands out to me is that your armour design doesn't seem very functional, particularly in the joints. It doesn't…
I hope this explains it clearly. I don't know how useful it would be on Curvature but I'd find it very useful on Straighten (both example GIFs are Straighten). Unconstrained Straighten creates the shortest path between the two end vertices. Constraints - Edge - Straighten would constrain it to the surface's edges. In the…
Looking good! The only few things I can point are: 1. Your model might a too high distance from the belly to the ground, the blizzard concept and models suggest it's much more close to the surface. 2. Your green sac could use some more pronounced features and a more "bubbly" surface like the concept art, this would help…
hey man. i would remove the overlay texture entirely. i find that when you're making a material, it helps to study the material for just a little while, until you understand a few little key components that make that material look like that material. then, paint that shit. makes it clear. it's temping to put a texture…
Does this have a certain style applied to it? A style you wanted to use to portray the scene? I ask because a lot of things seem fat/overly scaled by 10-15% while other things seem taller than they should. It's hard to put my finger on, but something is off. How're you doing the lighting? Is it all baked? It looks baked…
architecture looks not bad. Door texture could have some more detail like small gaps where it touches the floor. Also some color variation form bottom to top (like dust)could help. Anyways, the wood would not have the same condition on the door surface cause bottom and middle areas are more exposed to sun and rain. Also…
One advice I'd like to share is that once you have a 3D character that demonstrates process and technical details such as high -> low, UV mapping, texturing and presentation, for future models I would focus on making detailed high res sculpts that show anatomy and also include creatures and hard surface characters. The…
Ambient Occlusion is often different across the surface of the model, so it usually needs unique UV space for every surface. However some parts of a model could have the same occlusion, wheels on a car for example, so you could overlap those UV parts to save UV space. Normal maps typically have a lot more reuse…
Stacking is ok but you have to keep in mind that every object would have same repeating texture. If it has some distinguishable features like what procedural textures often doing and what's hard to control in Substance Designers/Painter it would be repeating like crazy. I recall 15 years ago we had a rule where texel…