The contrast is a bit too much and if you dont want to go the static baked lighting way, i suggest adding some ambient light even a skylight with very low intensity. Anither thing that i would try is to decrease the faloff exponent in the lights that are more area lights than point lights. For example on the right side you…
Hey Dzeljka! Your work is beautiful, it shows you're at a high level of understanding. For me what could be improved in your work is the contrast between soft and hard edges. I can see the love and care you put into each brushstroke, I would just like to see a little more sharpness around your focal points. You could play…
Then I got back to work on the front, tried sculpting out a design with a trackball, which was interesting, but it was all I had. From there I got roughly the same shape modeled. I should have looked at this earlier, which would have allowed me to use the base mesh more as a safety net. This was more complicated to model…
I would say for texture work Affinity Photo and Designer pair is better than Adobe one. They did super cool patch tool there and have macro recorder much easier to work with. Mesh deform is also easier to correct texture photo sources. APhoto reads layered exr files nativly, has little performance issue with 16 bit depth…
My guess the target thing is rather a texture than a mesh. I could say with all those impressive things people do in Substance Designer it's still days of R&D and non-stop tweaking , sometimes a whole week if you are doing something new. And photogrammetry provide you with super realistic result in half of a day maybe. And…
On the stills I think the texture for the sign looks decent. I quickly looked at reference photos for stop signs and I didn't see any that were made from rough steel as the back of your sign would suggest. I would add geometry to your floor plane so you could push and pull it to match the texture a bit. Also adding in a 3…
I knew I've seen this guy before... EVE Protomecha ! Nice comic. The head looks good, but honestly the boots, the belt and the googles could be better. The bags on the belt seam a bit too wide in fact. You could try to do the same googles as the ref, with all the little pieces. I don't really see the boots on the refs but…
Looks great man! I really love the new look. Even the texture breakup you added helps it not look so much like hairless dog skin. :) I guess the best part about the skin looking soft is that you really wont see much of it once you put the armor on. Which brings me to my next suggestion. Since the head will become a major…
You got the base down good. i think you just need to think about how the grass or moss really gets onto the wall because right now it looks vary much brushed on with a soft brush Also for games most of the time you would just have a square texture 512x512 or 1024x1024 and so on for the bricks. and the pattern you have…
Looks good so far for a first-time sub-d. You should show wips with a more shiny metallic shader so it's easier to see the surface and any potential smoothing errors. I'd probably not have the handle wood intersecting with the gun body. You should model the back of that piece and have it touching, with a little undercut…