What render engine are you using and with how many lights? As Zio said before, the lighting is making your render very flat. One thing it could be is the diameter of your light sources. A larger light will produce softer shadows and reflections and if it's too high it can make metal looks very flat as you can see in the…
Thank you @teodar23 I'll look into that once I'll get to Unreal Engine step ! Here is an uptade to show you the ( I think ) final design. I still have to learn Toolbag and Unreal to get a profesionnal presentation of the work ! For now, pics of the model rendered in Eevee, since it is realtime I think that gives you a good…
Thank you for your detailed input! Glad to know that I am at least on a right track. Will definitely work and improve on the the things you pointed out! By engine do you mean Unity/ Unreal? I render my works in Marmoset Toolbag, it does count as an engine, I guess. Right now I do definitely looking more into generalist…
Parralax you're right on that note, I am new to normal mapping so its good to find out how to fix these types of issues, I did paint them out and it looked fine, but then i played with the cage and it came out perfect. I know its alittle to much polys its just that I have alot of roundness to my model, but I def should go…
The mesh looks good but the textures are lacking at some parts The metal, (i can hardly tell what it is, first problem) I guess it is brass - its missing wear and looks a lot like plastic. I think its too rough, and the missing wear is doing the rest. Wear on the clothing especially the leather could improve the overall…
it's been a while since I updated this! My bad guys. So, if you're curious, I got the low poly and normal/AO bakes done on time. Since then I've been doing some rigging and it's time to do a pass on materials. Here's a render from toolbag real quick with some descent lighting. Tri count at the moment is 16k, which is a…
With the summer semester almost done I'm finally getting some time to continue working on this. I've made some pretty big changes since the last time I posted here, I'm no longer going to use Toolbag 2 to render. Instead I'm going with Arnold for Maya with X-Gen for the hair, and the models are going to be production…
I don't know why I didn't think about it before, but now I realise it was obvious that they would have their custom GXX model. The metalness map you describe is the same metalness map used in Marmoset Toolbag? At least I've got some experience with that one. I should try Substance, one of the things keeping me away from it…
Thank you so much for you comment as well :smile: Yep I know I have to work more on my assets. i promise I will get better with all this comments and critiques. The environment was one of my first 3d projects :smiley: ... Was around 2008 after getting my certificate. They didn't teach all those stuff about texel density…
It's not bad, but doesn't seem finished yet ^^. You should refine the shapes and details to give it a cleaner look, instead of staying with that "dynamesh" look. It will be hard to clean this with a high polycount so what I generally do is use Zremesher to get a "lowpoly", and start smoothing, subdividing and refining from…