Yeah, I was also wondering about the polycount... as Mangled Poly says, it's too poly-heavy to be a real-time environment (unless it's the corner of a room in a console beat-em-up), but nowhere near enough detail or smoothing modelled in to take advantage of normal maps. What was the target with it? You say they suggested…
Very nice stuff guys. 4x AA would make this look awesome A couple of things I noticed is I reckon you could spend an extra few polys on the silhouette of objects here and there, for example the tops of the fenceposts (?) on the left in the 2nd and 3rd images look noticeably lowpoly since they have a texture which implies…
I'd model the whole thing out in Sub D and then build a lowpoly mesh to bake the normals into. Or, make the mesh much cleaner and low poly, and then paint everything in with the color map. Or, just get rid of the normal altogether. It's not really doing much. The base of the handle seems very sloppy. That's the big trouble…
Sorry for late replies, this has been a busy week. metalliandy: Thanks mate :) HP: Cheers. Yes, I have done a Zbrush pass, though the details are very subtle. I might have to change the intensity of my layers in Zbrush before I do the bake. Thegodzero: Thanks once again. I wanted to bake it to a plane to make sure that all…
Hi I didn't really want to update yet, but I figured I'd get some feedback. I rendered it off with Mental Ray, using TS normals. I did some tests using OS normals in a game engine, I thought those came out a lot better but I didn't get to control the lighting and camera and things as much in engine... what to do.... I'm…
So here is some more progress on the R9T motorcycle. It's starting to really come together now. I've added the battery cover, swing arm, frame and have begun to added the lines and cables. I'm looking for some advice on improving this piece of work. I have never ridden a motorcycle before so only understand the mechanical…
List of changes: - I have made two tilling textures; one for the ruined brick wall and one for the rocky parts of the ground mesh Screenshots: Description of the progress: For both textures I have used Zbrush, Max, Xnormal and Photoshop. Brick wall: Here's the run down of the process for this mesh. 1. Sculpt three bricks…
@Ashervisalis understandable, I agree with expanding my style, I've still got a lot to learn and to form a style for say but I will be adding more characters (2 are in the works right now.) I also agree on the wireframe display, the grenades were my first attempt at lowpoly modeling and UV work but yes I will be displaying…
Hello friends, For the past couple of weeks, I have been working on the Saw cleaver from Bloodborne for my game art class. Bloodborne is one of my favorite videogames so creating something from it was an exciting experience! Learning the complete workflow from block out to highpoly to lowpoly to final texturing was very…
To answer the title: no. Normal maps add a certain quality to your models, but PBR isn't a standard of quality, it's a set of rules about materials/shaders, the idea being to not "fake" things anymore, but rather adhere to some physical rules from the real world. To a certain degree anyway. Substance painter may use the…