Rather than trying to match 1:1 what you see in the game, i would take it as a concept and use it as inspiration. Remember that Solaire was made with some pretty brutal restrictions in terms of polygon and texture budget, and so things like his gorget would not be functionally accurate. Make Solaire, but make the Solaire…
@cfey coming along very nice dude! few things: the top of the window, there's a seam we can see through. all of the materials feel the same, they're quite flat looking at the moment. play with the roughness values and add some more interest to the materials. don't be afraid to use more polygons. for example, the orange…
Yeah, I think it's just better to model stuff. Computing power has come a long way that it seems adding an extra hundred polygons is purely trivial on the workload. If you look at some of the UE4 samples, they have polycounts somewhere between 250k and 1 million triangles. The highest I've seen is 6 million triangles being…
Basically the grass meshes are made of about 3-5 polygons each. I have a slight emmisive on the material because the backsides turn completely black if i dont. I know that can't be right so any help is appreciated. Also, I know the base of the grass is really thin but the way they're set up that part is below ground and…
Really cool models. I like how the bulb is integrated in the fridge. That's why it's so useful using references. By my own i never would have thought of making a "deeper" area for the light bulp. I would spend some more polygons for the silhouette. I guess the fridge could look more perfect when the corners wouldn't be…
Your wireframe is way too much! Your pillars could be basic polycubes and still hold the same detail with a low number of edge loops, you have so much going on when all you need is the basic silhouette of the wireframe, it makes no sense. It's almost as if you didn't bother to do a lowpoly and used decimation master /…
Regarding your trees, I think you should start with cylinders for the trunk and branches, unwrap them first and then add loops/crook them, as it will allow you to paint a straight texture and let the bark follow your polygon curves. Unless you really insist on retopoing from your HP (I really like how the shape reminds of…
This might just be me, but I'm not a fan of paspartout. The simpler it is to access the content the better. My brother keeps his portfolio on a simple wordpress blog for example, and while it may not look very fancy it has the benefit of being very accessible. As for the art, it seems like you're really going overboard on…
There seems to be a lot of, for lack of a proper word I can't think of right now, stretching of your polygons going on in the neck, which is adding to it's weird look. Try to keep even distribution of polys throughout your model. It will help a lot in the sculpting process. Also, if you play moonlight sonata and stare into…
With that first character, you've got all the colour changes lined up with the polygons, so with a bit of creative UV-mapping, you could map it all to an 8*8 instead of a 2048*2048. That would make it very interesting from a technical standpoint as well as from an artistic one (and you'd save just under 12MB of memory one…