I'd love to see a whole scene with forest photogrammetry. I've done quite a lot of photogrammetry but still didn't build a proper diorama out of it. Your normal maps seem a bit soft now. A really good trick is to bring your diffuse into Knald/Crazybump to get a hi-freq normal map (that photogrammetry just can't achieve)…
That looks nice dude. Like Ott said, the eye rests look a bit like cut plastic and not rubber. I used some other type of night vision scope (not goggles tho) in the army, and you actually had to press the rubber thing with your eye socket till it popped on the "negative" side (towards the barrel, not your head) to turn the…
Lots of potential man. I see alot of your models have some good stuff going on. On the textures, I think you are relying on greyscale method too much (be it dodge and burn, or a b&w layer on overlay overtop) Try to get some more richness of color in there. Also everything seems way too soft. You should try get some hard…
lol I use Cinema4D at work and it is really good for small design studios but I wouldnt recommend it for making game art. Pros: The tools are good and fast and the simple soft shadow raytracing is really fast compared to competition. Cons: The viewport renderer isnt great and the advanced render GI and AO are quite slow…
Face looks good, as does the helmet over top. My big crit for this model, is to have some varying edges. right now it seems like everything is very soft on it. I know it's a low poly model, but it just reads as very bubbly. See if you can work some angles into the design. the helmet is the best in this reguard so far. But…
I don't have much place to be critting an artist like Soul, but in my humble opinion I'd say what's 'flattening them out' is the lack of a more dynamic light source. If the image was a photograph, I would say it looks like it was taken with the flash on. That said though, I think they both look fantastic regardless. I love…
I've got a progress shot for y'all. Currently in phase 1 of texturing. I'm going to get all these base textures laid out, then I'll run though the diffuse maps again with the detailed lines for the concrete and Iron, and other little things like that. Add a bit of dirt. You know. Edit: Wow look at that pixellation. Stupid…
I know you probably fitted the height to the windows but if i now imagine a chair infront of that table its a post apocalyptic little people proof appartement. Textures are looking good. The character needs a lot of work. The muscles are all too soft and round just like the shoulder arm transition and the pants also look…
what 3d packages are you using, in the case of 3ds max just keep the shell as a modifier, so the cloth sim is only happening to a plane, than it is being shelled after the cloth sim. that should also work in blender too since both shell and the soft body simulations are in the modifier stack. with some time i could prolly…