Been absent for a short while, Thanks for all the crit quys! In regards to the gloss of the eyes they were pretty glossy (0.98 in refraction and reflection). I also had a pretty bright spec colour too so it was probably the lighting :) I'll give the hair another pass when I get time to return to this project :) Thanks guys…
not a fan of the scratches on the back of the shield... nor the front to be honest - perhaps revisiting your spec map (if you made one) would help sell it a bit more also the leather? arm brace on the back has way too much noise going on, tone it down a bit and make it feel like it belongs with the rest of the pieces on…
this is a good start. I think the spec is a bit too dull and can be brought up a bit. another thing is try to make the details match up between UV breaks such as the rust on the back of the van next to the door in the lower corner. alot of your environmental details look "random" and doesnt seem as if they would have…
The statues are way too reflective. Everything needs normal/spec maps. They all seem to look like the same plastic looking material. You could add some pots with tall bamboo plants in them. Make it bigger and put in some chairs or a bar with barstools. Then you could add a staircase and multiple levels or soemthing.
Looking good, do you have a spec / gloss map for your bolts ? your wood is also very glossy for its roughness actually What he is called TaleSpin in original ? Holy shit. He is dubbed "Captain Balu" here [ame=" https://www.youtube.com/watch?v=EAJkWu5mW-8"]Pearl Harbour K
Hey, Try inverting your gloss map in marmoset. As far as I'm aware, 3dcoat utilises the metalness pipeline while the gloss in marmoset is for the spec/gloss pipeline. To view your gloss values properly you'll need to invert your "roughness" map. That's if you are importing albedo, roughness, metal and normal of course.…
As Neox said. You can have countless n-gons in your HighPoly when the Shading or the Light hits the Surface nicely. Mostly on Flat Surfaces its absolutely no problem. So set your Modeling Material to a High Spec and Gloss Value and start to model :-) (so its easy to see if the Surface shades well)
Another update, got all the colors on and working on the localized stuff like the weapons and rotor blades. I have a soft spec all over and a temp AO so far. I have a few areas on the mesh I'd like to attend to like the step under the window, the exhausts for the engine and on the tail. Anyways here's the Update
so now i have the final version of the stone wall for you with Diffuse, Normal and spec. Im happy with the result and i think its looking very fine. In the next step i will add this wall in my tree sene. After that i will make some more branches. so i hope you like it peace
I would say no. It really depends what you are painting. Example: If you are painting wood. Wood is usually fairly monotone. Metal is another that you want very little contrast in. More contrast in the spec than in the diffuse. There is never usually a set "rule" for everything. They are just tools... And not every tool…