Exactly what I was looking for. I'm here to learn so honesty is most important. Thank you! To clarify a few things...yes all the textures are photosourced. I took a couple different metal materials and used a grunge map on some of the textures to dirty things up. I looked at a couple tutorials and both of them used…
What? No wireframe view?? Anyway, there appears to be a nasty seam on the head of the model. When dealing with texture seams on metal props you could try disguising it, but I think it would be better if you just took that piece and changed the UV so that the seam is hidden from view. It will make it look better and it will…
@TeriyakiStyle: Thanks a lot for the reply. I did watch the Tutorials in the Quixel site but all of them start with plugging in all the normal maps, AO maps, etc... and as a beginner I am having a little hard time setting up lights and rendering. When I tried to bake some normal maps but Maya was asking me for the 2 meshes…
well i am very new to zbrush, been following tutorials , like i said and as i said i noticed that in many of those tuts (like full character creation etc) people are working on models with sometimes 30 mil polys (or more), multiple subtools etc . Since I am still learning, I so far understood that in order to preserve…
I would suggest to work on your wood textures a lot, they dont feel like natural wood to me atm. with the blunderbuss you have wood grains going horizontal with bump details and then the albedo has vertical grains running up, thats pretty confusing. they are also pretty over the top so you could notch them down a bit. for…
I think the main problem of the character is the anatomy. The head is a bit too big for the body. Try to analyse how the muscle of the head works, then you can start to have fun with ZBrush. http://catalog.nucleusinc.com/imagescooked/9300W.jpg Same thing with the body.…
The first thing that stands out to me is that you're getting details projected across multiple meshes. For example, the handle is projecting onto the main briefcase body. This can be mitigated in several ways, but my preferred method in SP is by using name matching. The following page from the official Substance Painter…
Hello Bakayoukai. You can use blogspot as well to host your images. A lot of artists use it... ;) And as tanka said...try to follow your reference, keep the proportions. And don´t rush to details. Once you have the main proportions right you can work on the details. There a list of things you should try to learn(you can…
ZRemesher will work for retopologizing, yes. Because it destroys your original mesh, you will want to work on a copy of your original sculpt in case you want to go back to your original. You can use ZRemesher along with the ZRemesher Guides brush to help guide the resulting edge flow. You can see an example in this video…
If you're looking to create some nice renders of real-time assets for your portfolio, Unity and Unreal are overkill. Marmoset Toolbag is generally the go-to for game artists. If you browse ArtStation, you'll see that a lot of people render their game art in Toolbag. I work for Marmoset though, so I may be a little biased.…