Nice paintover Vig, agreed. You could definitely collapse some of those edges you have running down his sides and legs, where you have two loops running very close together. Stop the collapsing at the point where the edges seperate out a bit and actually begin to define some form (probably just above the calf).Same goes…
Update on texturing. Crits always welcome! Thanks! What I like -I think the base materials looks quite nice. It's nothing fancy. It basically consists of semi rusted steel and dust/dirt. -The way materials reflect the lights, it looks wet and shiny. I think looks interesting, because it's exaggerating the shadows which…
Hey dude, Well i would say there is definitely a lack of atmosphere right now. The lighting is really boring.. everything is very bright etc. But first of all to the assets: - Textures look very flat / most parts are just plain colors -> add detail (dirt, used edges etc.) - In my opinion the tunnel could use some more…
Nice piece. Overall nice to look at. Your topology is good but your 4 edges chamfer could be more optimized. Two edges is enough and let the normal map do the rest. Also your Marmoset viewer is to shiny, like the case was varnished. I would suggest to increase the roughness.
If you see faceted shading on hi res you might beveled each edge first accidentally or give each edge a crease (shift+E) or you just have subdiv modifier in "simple" mode.
It's difficult to say what the problem is with the bolt, what do your UVs look like there? Double check that the high poly bolt mesh is aligned correctly too - if the high poly bolt was rotated in relation to the low, I would expect to see errors like this. For the hard edge problem, it looks like you have UV seams, but…
Looks a lot better! There's some weird ghosting around the edges of some of the objects. Also you can see black from the UV map on some of the edges of mattress and the 'tent', you could polypaint these out quite easily in zbrush, and in the newer, Pshop enabled, GoZ you can paint directly to texture. The headlights look a…
Khaja Thank you for taking some time to lead me in the right direction, i tried to put some of the loops in the other heads that you pointed out, im going to focus hard on working out how to control edge loops, Its funny how the simplest things are so complex in the beginning. Although i did noticed i changed how i went…
Looks loads better now man :) From here you could try putting a warm orange light opposing the main light and it will contrast nicely with the blue in the model and highlight any remaining edges that haven't been picked up. You could also lighten the background up a bit, say values between 50-100 for the diffuse colour. As…