It has been a long while since i have posted on polycount though i have been lurking. Here is an update to this blacksmith still got some more work to do on him hope to finish him up over the next week or so as I have time. Would love to get some feedback. He is 7116 tri, a 1024 diffuse and normal no spec yet, this is with…
Well, big leap here but it's finished. I could really use some feedback and crits on this since I need to put some in my report for the model, thanks in advance for any replies. Renders: Wires: Turntable: 2048 diffuse, normal and spec maps and a final tri count of just over 15k (I made the chains waaaay too high poly, only…
Very well modeled and rendered, but I'm not feeling the weird cylinder- things on the bottom. they look very out of place and blocky. Might want to look into messing with those. The repeating geo between them looks very cool, though. As for your materials, I can't tell if its your lighting or your materials, but the…
I fixed the mirroring and the shadow strangeness that was happening on some models. Allowing people to host their own files and simply submitting urls is something I will probably implement soon. EDIT: heres a list of the new stuff: Alpha channel of diffuse map can be used for material alpha. Alpha channel of specular map…
5-10 years ago, you entered a competition and created a 5k poly character with a diffuse and specular and then rigged it IF YOU WANTED TO and you were done. A couple weeks of on an off work and that's it. Now everyone's making this crazy ass shit. And yea, it's pretty, but it's also damn time consuming. You're asking…
Hey, yep I even found out that this is overkill. Today i gona model grass with texture maps apllied of grass i scanned. then aplly it to small patches and render out diffuse alpha and mayba a spec map for it on a 1024*1024 grass sheet and place it on a plane for lowpoly grass like its normally done. Lets see if the texture…
Okay, so here's the first screen with Xoliul shader and gloass/spec for the chassis. Also added some more rusted areas to the diffuse. The wheels currently don't have neither spec nor gloss map. Next steps: Adding spec and gloss map to the wheels and tweaking all the spec and gloss textures from every part. And finally…
the flats are kinda awful imo. If your going to put multiple types in one frame (which I have been told by all the big studios is a bad idea, yeah mine are setup that way too) do it in a way thats organized, not just have like a rim on the top/right be the normal and the rest diffuse. TBH just do them separately, im going…
Very very cool looking piece. Cool shapes/forms and texturing is nice in terms of describing form and providing overall color information. However, I still think it lacks high-frequency detail (esp. evident on shot with rear legs) Some noise, dirt, pores, scratches - nothing too intense, but enough to suggest that you are…
The sculpt was pretty quick to get to done as i only want it to bake out a nice diffuse but i wanted to add extra details like folds, stitching and some wear and tear to push the model a little further. My last hand painted character was very simple and i want to really push this one! Maybe i should use this character to…