Yeah, do yourself an almighty favour, make use of those refs. I hale from a traditional painter/sculptor (...base relief) background and still references are an integral element in order too capture a accurate representation, well close enough anyway. Anatomy is a life long quest in a fruitless search for perfection few…
Okay, this is my first sculpt, the 'brawler'. I have spent roughly 3 or 4 hours on this, which I feel is too long, considering the state it is currently in. I am so irritated with stretched diamond-like polygons. Where the plaster (or band-aid) on his nose meets his swollen lower eyelid, there is horrid stretching. I am…
I defently agree with you. Especially the roughness map looks very different in engine. I always have several nodes clamped in to adjust the roughness. As for feedback: Your slate roof looks very generic/uniform right now. Try to make your main shapes look separate from each other by adjusting your tile sampler. To make…
I'm thinking a unique brick trim for the road curve might be in order and cobble stones otherwise. So I wasn't really planning on doing the building facades that modularity. I was going to make 4 building variations (main/center, tall/curved behind it, larger building to the right, and the two foreground buildings as 1…
I've got the 3DMotive tutorial on modular building as well. It's quite good, and I can't imagine working any other way now on buildings. I can't tell if the windows in your building facing us (on the corner) have any geometry or depth. They look carved out of the wall (i.e. just a normal map) and it doesn't sell me on the…
The confusion stems from the fact that Polycount is for individuals. Corporations have places like GameDev magazine and Gamasutra where they can pay to advertise. Polycount is a community of singular people, not businesses. If SCEA made an account and pimped all the art from SW Galaxies with no mention of any artists, and…
Hi! I'm currently working on a white tiles texture, and trying to do a cement texture below that, to show whenever a tile is removed by a mask. I'm trying to make some "left-over plaster shapes" below each of the tiles, but also trying to randomize the shapes so not every tile has the same 'left-over' below. I achieved…
The grass seems a bit 'clumpy' - I can't tell if it's from the placement of the clumps, or the geometry of the individual bits of grass. Every bit of foliage looks to be an identical color. On trees, there is some variance - new leaves are brighter & less saturated, dead leaves (& leaves that have fallen) have lost their…
@jvicente Wish I could offer you some advice on this, but am also struggling with a similar building. I started out by making a trim sheet, which took some time considering how detailed the building is, and when I tried mapping it to the sub-elements, I soon realized that it only worked on maybe a third of the facade. I…
Hi Baya! I agree with Ashervisalis that the normal intensity needs to be kicked up. Another thing that stands out to me is that the tiles themselves seem very uniform in placement. They're perfectly aligned as well as the same height. This screams cg. You want the tiles to have a veeeery slight random rotation, since they…