A good thing to keep in mind when creating realistic textures is to have about 80-90% low frequency details, and 10-20% high frequency details. If you look at games like Half-Life, they did a great job of this. Your high poly model is ace! You're probably sick of this model by now, but I think it would be worth it to give…
On top of what Eric said, there is a very good tutorial for blending terrain with other objects on quixels site. There are some light leaks here and there. And objects like this chest without any shadow whatsoever. These barrels go through the floor for some reason and have very sharp edges, ouch! Also, theres a clear…
You baked from a hipoly but it looks like you don't have any ambient occlusion or curvature? I guess if that's the style you're going for then this is fine. But normally for realistic texturing the point of using tools like Substance Designer is to be able to use the information from those maps to quickly apply dirt, edge…
This concept is phenomenal. I will try starting from this but it also seems quite complex. I suggest two theoretically simpler alternatives that you could insert as a wildcard, just to be sure to have a simpler alternative for the realistic / hard surfece envirement. I hope to be able to suggest works by other artists.…
New Earth - Unreal Engine Polycount Thread Detailed breakdown of the scene I space habitat interior room I created in UE4 based on a concept art by Tom Schreurs. My goal was to improve my skills in lighting and material creation. Very interesting learning experience while making the character in the scene since it was my…
It was my first take on a realistic character and hair so if it looks odd it's most likely because I could've done a better job. Or maybe it's because I overdid it on the contrast while tinkering with the render idk. Is there a specific part of the body you'd take a closer look at? While working on it I reached that point…
Today's progress was a very simple randomization feature that has the potential to make some very *ugly* cats. I created really quick and ugly placeholder maps and morphs to test this system. Now that it is up and running, I will start to put in the time to actually make this more realistic and aesthetic! I also made some…
Yeah, she really does look much older and I certainly think that she could use another pass to make her a bit more recognizable to the original even if I you are going for a more realistic take. Also, for presentation purposes I would suggest using "toy plastic" or another highly specular matcap on the eyes to avoid the…
The first PBR tutorials on the internet were hard to follow, because it made it sound like the workflow was entirely technical instead of artist driven. It also didn't help there weren't a lot of stylized references in the beginning. It became easier to accept when I just treat it as "realistic workflow" because there were…
It's extremely blocky and not very appealing to look at. When you speed model, you get better at speed modeling, not making better models which is what you should be doing. You definitely have the willpower to sit down and record these videos. You should put that energy into modeling something complex and focus on making…