the problem is that you have modelled in all this small detail and then just covered it all with the same tiling texture so it all gets lost. You ref on your website for this piece looks nothing like what you have made here, only from a modelling perspective does it match. Study the texture on the ref you provided. Look at…
Hello Etheros What mop says : 'spec' map. You can use it to fake material effects such as plastic, metal, rust, whatever. You need to understand that this map you pointed to (ab_s.jpg ) is intented for specific Doom3 engine use, hence might not be suitable for any renderer/engine (I don't know many of them myself).…
Hi all, Here is a little Movie I did with Jeff and Paul Spoonhower, My contribution to this was Modeling/Texture/Effects/Sound/Editing/and some animation. I wish i had more time to really put more love into it, but I ended up using some off the shelf stuff to get it done in time. It was a fun project and I really enjoyed…
The scratch looks like a resolution issue. It looks like the wasn't enough geo in the high poly or you didn't bake out your textures at a high enough resolution. Did you bake from a decimated model? If so I usually try to retopologize with the decimated then bake with the full resolution high poly. It just bakes cleaner.…
First thing I noticed was the scale, particularly with the windows. You made your bars too thick and the windows themselves too thin. At a distance your ceiling turns in to a mass of brown instead of still seeing those nice window shapes. Also, you didn't notice that every other bar is the break between modular pieces…
this is badass!! Love all the parts & pieces! few comments & stuff: think her leg flesh is a little too red in the rips (shader?) feel like the clothing overall is a bit too noisy/grainy. Being noisy everywhere detracts from the design, and is a little confusing to look at. Think some areas of noise would be great, but the…
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
Latest Update: 4/3/2011 (I'll keep new updates here so people don't have to scroll through the crap) This is the most recent WIP shots of v2. New face with color! w00t. Hey guys, First time posting here but I figured I should suck it up and get some feedback if I want to learn anything. This was a project I did last…
Hi everyone, here is the model of browning I started last week. I wanted to learn more about PBR with this. Some notes, I did the main weapon first then I decided to add some "tactical" attachments, so the silencer and rail was added and finally during the weekend I decided I will add some older reflex sights. Modelling…
You don't NEED cubemaps or reflections to define metals. They certainly do define metals, but you can fake shiny metal with the basics. I made this image for you....it's HUGE You can see that I use a dark diffuse. From left to right I try various settings to make metal based on your values in your spec/gloss map. If you…