That would give you issues. You have zero space between UV shells. Detail from one shell will bleed over onto the other shells during the bake. Like Commador said, you need padding around each shell
varies wildly from studio to studio. I've worked some places where i've had a couple year old CPU, video card, etc, and some bigger studios are sure to have top of the line bleeding edge stuff that is update frequently.
Kinda just looks like you overlayed a bunch of oversaturated textures and called it a day. The weird lighting doesn't help either. Work on unifying your assets by using a more desaturated colors first, blend them together and do a bit of painting.
Thanks all for the help! I have another question, I didn't want to open a new thread for it. Is there a way to show shell bleeding in X pixels in the UV editor? I saw this feature in Headus UV Layout and was wondering if there's something similar in MODO?
Hey everyone! Nearing the end of this inhibitor. I call it the.. Tentanhibitor? Krakenhibitor? Something like that. I'll probably do another small details pass, blend anything that sticks out funny, and work on bringing the den up to shape. This was a super fun project!
Oh yeah good point, totally agree! Guess I could have used vertex blend to get some more grime and more small scale props too...oh well, wish you gave me this feedback earlier XD
So blending a photobased normal didn't end up looking great ( I think there's too much color variation in the bark that's not tied to any form for nDo to be able to do a good job on it), but just sharpening the normals in Photoshop pushed it a bit further:
Amazing work! I wish they made the movie with this style of characters. My only critique would be the lip color could be blended a little more with the flesh tone to lose the lipstick look that others have commented on. Fantastic work definitely following this thread.
Good overall colors on the bird. Try going for less black and more deep purple in the dark areas... and having more orange bleed out from your reds as your values get lighter. Then for some contrast try working some green in there.
I don't think zBrush is really used in a pro environment ( might be wrong ) but usually hand-painted texture worked great in a software like 3DCoat when you have layer blend mode. Give you so much more control.