This is the High poly mesh not a normal bake down this is why I said: this 900,000+ triangle model, I was able to flip her stomach normals back but the rest this huge line that goes all the way around her is still there... and I was trying to find a good solution to flip actual model normals not bakes. Thanks though guys.…
This looks great so far! First thing I noticed the front side window has no texture. If you don't want to create an interior, then create some glass details similar to how you did the windshield. Front bumper looks free-floating. Needs to be connected to the undercarriage somehow. Check your reference. Wheels and hubcaps…
This is a Zbrush render of a naga sculpture I'll be placing at the front of the bridge and probably somewhere else around the cliffs. I've cobbled this together from a few references I've found. There are a few things I couldn't see, so I had to guess. The only thing I'm not sure about is on the back where the top shell…
Aside from the obvious issues with the underlying character sculpt which many have commented on and before you even start really playing with the shader and getting a good SSS result you need to further work on your character's texture.. It's lacking detail as it seems you've just used a soft brush in Photoshop and blocked…
Looking good so far, but you could push the composition a lot more and have a stronger focus point. The sky is super high in contrast where the landscape isn't. Try to have a better balance. Use the most contrast and saturation where you want the viewer to look at, for example the car. Right now the sky screams for…
Poly count isn't really an issue nowadays, they are fairly cheap on modern hardware. Lots of games use this technique, more or less extensively. You don't necessarily need to have all edges soft though. Or you can do a combination of baking pieces that would otherwise be too highpoly, and apply bevels on corners of…
Heya! First of all, photobashing takes time. A lot of getting it right comes down to fixing colors (Hue/Saturation sliders,) values (I like the Curves window,) and lighting with a soft brush. Focus on the big forms. I recommend zooming way the heck out and trying to balance it there! Think about the anatomy of the…
Hi. What are you unsure about, specifically? First thing I'd like to know is what your intention with the pieces were before I can really comment too much on whether they're successful or not. What I like about the Cave piece: My first point of looking is around the center of the frame outside the cave entrance, around the…
Additional info: Shell A/B and their respect UV shells, now initially B was tiny because it was practically hidden and wasn't going to have much of a detail metal filler. Because of this I ended up at the same conclusion that the lack of resolution joining that edge would be crippling the quality on one side and thus…
Hay, thanks for the comment! I tweaked all the cutout leaf/branch textures to make them snowier and lightened the trunks a bit and I think this definitely looks a bit better: Unfortunately Unity's special soft occlusion terrain tree shader is pretty strange/limited, so I tried adding snow to the bottom of the trunk and it…