Hey TomDelboo thanks for the compliment :) A metalness map replaces the specular map in a PBR pipeline, not only was it an easier map to produce, the result was better in my opinion. As for the heightmap that was used to define tessellation, I should have maybe put the word 'displacement' instead.
Yes its from model to model and how build it. If you are going to bake a normal map from a highpoly different rules will apply then if its just a lowpoly. You should definately make those edges hard on that model imo or bevel the edges.
THe Zygomatic bone and maxilla forms look like they are occupying the same plane..or very close to it..and it give offf a very flat look..I would take a step back and really define your planes..and then build up the shape of the face around them.
I don't think it should, since you define the up axis manually. Try playing with that and to align it properly compared to the initial rotation. Though, I think you will definitely need to update both parts of the pistons to make it properly aligned at the end.
Great start so far! It almost feels wrong referring to Kerrigan as cute! I'm looking forward to seeing the diffuse map define her scales and wings better. Right now they look unintentional. I'm loving the look of the dreads so far!
You haven't quite nailed the appearance of the mask which is your most important part for defining the character. The proportions and positions of the components need quite a bit of tweaking to get that really vicious looking toothy maw appearance that the real Bane mask has.
you should definately do some more complex stuff, i see lots of squarish shapes that are very easy to pull off and not interesting at all , dont be afraid to do some more complex stuff like sci fi vehicles etc.
Here's the new body/proportions for basemesh (2k polys) (layer0) and some base sculpting (layer 1) layer2-( liking the legs better but need to go back and fix the too heavily defined bicep, then detail/move the fingers/toes). Better/worse?
Quick planar map a piece, define your seam by selecting a loop/edge, break (ctrl-b) and relax (r). It's like a fast pelt unwrap. Straighten edges and call it a day. Flatten Unwrap with a high angle threshold, stitch a few pieces.
well i added the edges to define the end of the handle, and i didnt want to have ngons. also the handle is facated, but smoothing groups and the high poly did nothing :( i cant get the wood texture to come out good for the handle either