Your prop placement and the sheer amount of objects is great in every scene. I think one major critique across all of the pieces is the lack of individual quality. There's a lot of tiling textures with uniform grunge that doesn't really send these to that next level. I can go into each one and my eyes immediately catch a…
Shader Forge's outline node is good for visualization and a very standard outline effect, but I wouldn't use it for final production. SF's node suffers from: * Broken outline based on uv seams. A simple fix by having the shader read from a secondary uv channel where the entire model is planar mapped, but the SF node…
[FONT="] You'll run into this from time to time. I believe this could be attributed to a few things. Sometimes your diffuse has subtle (but noticeable by crazybump) variations in pixel tones. Try the following: 1. Before filtering through Crazybump, try slightly blurring the image in photoshop or manually by hand in…
Pure hard edge doesn't really exist when come hi poly work.... it's always done with a very tiny Bevel getting a better render. 90 degre angle are not so friendly with normal map... sometimes work but... You can use hard edges on Crystal, but on another object if you add a very very tiny bevel it will make your object more…
awesome job. Nicely textured and modeled. Here's my honest critque. 80k poly would be too much for a game like starcraft but somewhat okay for a fps space shooter game due to the large vehicle scale in a flight sim. Although I think you can do better on your poly count and only use what's needed. Baking some high res would…
Rendering! At the end of the day it's all about the pixels on the screen. That's all that matters to the viewer. Bad lighting and shaders/textures can ruin what was a good or even great model. 1: Images in your portfolio should never have aliasing unless it's an in engine shot. 2: lighting, Get your stuff into 3ds max and…
Hey guys. I'm still trying to project my details correctly, but I keep running into strange errors. Whenever I import my highpoly mesh it is not in exactly the same position as my unified skin-one. It always gets imported a few pixels to the right and for that reason only one side of my unified skin receives the details. I…
Took your fbx and quickly adjusted your high res mesh and your low res uv's, adjusting smoothing groups afterwards. What I did notice is that your high res mesh doesn't have smooth edges to really exaggerate the effects of baking down to a normal map. Thus resulting in little to no effect on the normal map itself, remember…
Thanks to everybody for the replies. @Snader: These are some very good observations, thanks a lot! I was able to reduce the poly-count on the broom-handles and I also improved the alarm-light. As for the tires: Since they don't have a very bright texture there, I think I can go ahead and fake the bevel with a highlight in…
I would teak the lighting some more, try to fake this Global Illumination as much as possible...it's a bit too dark and there is too much contrast IMO. I would change the environment color as well to get a warmer tone. The texture of your pillar is odd and too low res, if not try to add a details normal map on top of it,…