ddo looks like it uses image based lighting (ambient/reflection sourced from a environment map) which adds much more light details. and yes that would make a huge difference
Pigtails it is then! Just give me a second to add the Geo. Something tells me even if I did bother to texture this it would never look right. Like Yotsuba but only the bottom two
looks really cool, especially considering the time during which u did it :) To add I'd say that the grass also needs to be brighter, smaller and less "spiky" because now it looks not natural.
Sick! Could I suggest a few things; If you straighten your UV islands, you'll get a bit more texel density out of the maps. Having some wires hanging off this would add to the silhouette and detail, would be nice! I'm not sure if the holes on the interior are modeled, but it would be really good if they were done via…
Looks really good. Only thing its missing is some good old ddd: dirt, dust and damage. But that would be a separate thing, like a decal pack or something.
This is nuts. How long did it take to build? I don't have anything else to add other than this looks amazing and I feel like you hit the "forest feeling" mark head on.
Dantert Thanks! zzMedVeDzz Hey, thank you! So, assembled everything in zbrush and did some sculpting on the face and body. I will add some details here and there, and will change hair a bit, but that's pretty much it.
Texture Pass 2 Hey Folks, Starting to get there slowly with the textures now. Did a bit more work on the face and jacket. I still need to add seams to the jumpsuit and stitching to the rest of the clothing.
Then it should work well. Did you input a curvature map from xnormal with your baked normals? If you input both, then DDO will only use the curvature map to create his curvature mask.
@Grogbar hey this is badass man. I was just wondering how did you add those subtle water or reflections ?? on the wood planks ?? Noob question. @Warby that's actually helpful And hilarious at the same time.