Thanks everyone for the feedback! I forgot about the cut in the ear but have added it into the low poly after the bakes. It definitely adds more character and breaks up the symm much nicer than without. The only reason the neck tuft isn't there is because i just couldn't make something i liked work in zbrush, for some…
I don't know what version of ZBrush you have, but 4R7 pretty much can take the place of most all the tools you mentioned. Here is what I do. - How I start in Zbrush depends on if I am sculpting, say like a soft model, or hard surface. - With either one the idea is to start with a low poly mesh and subdivide it for more…
My experience thus far: The Max UI is more intuitive and 75% of what you need is somewhere on the right hand side of your screen, whereas in Maya it's off into the jungle of sub-menus and alternate shelf layouts and tap-dancing between toolbars. This doesn't really matter much at all if you are experienced because you are…
You could try and put a very bright white plane behind the wooden planks that fades out when you get close to it using a pixeldepth material node. Put the colours to 1,1,30 for example to get that cool blue/purple over-exposure. This will not require an overbright sky and is in fact a method used in a lot of games where…
I didn't noticed much of a problem with the noise at 100iso even with a bit of underexposure considering I shoot when a day is not too dim usually . And I do flat subjects mostly: all kinds of a ground surface. rock surface etc . Around 50 shots for 7x12 meters of a surface or something. It works very well on that. I…
I think you're confused in a sense, saying that the only details that would benefit from normals are rivets and bolts. Really, more important than that is the smoothing, soft-edges and overall highpoly look. Sure you can take a simply lowpoly mesh with tons of hard edges and photoshop some bolts on it, but its not going to…
There's a nice idea brewing here as a small environment piece. You could go a little further and make a "home" out of this scene by adding a pathway, storage shed and or a garden of sorts. Somewhere to park whatever mode of transport the character uses to get there ? You could do quite a lot to make a very strong piece. On…
Hey Cagdas, what you actually want with a cavity map is crevice and edge detail. So all the edges will have highlights and all the crevices will have shadow. Here's a great example of a cavity map (in the grey) If you set that bad boy to overlay it really makes things pop. You could also turn the highlights and shadows…
This is very nice start. There are some things you have to watch out for though. I dont know how far you are in this so I will just mention the things that I notice. First the cushioning needs a little work. Its seems like you put in the buttons and then started to model the cushion part outward. However if you think about…
Why would you want a polycount ? Theyre all highpoly models Models are looking good, but you have issues with edge consistency I would say, many are way too sharp and some are overly soft , most things look pretty spot on tho What was really striking me are your gradients. Never use harsh gradients. They have nearly no…