for some reason max wouldn't export with proper skinning, so I used maya which was was being an absolute bastard exporting smoothing groups, but I got to work eventually.
yeah, it looks like you just exported the culpt, that bears no metallic qualities and stuck it ingame. I think you need to bake a spec map and drop it on your texture. It's also completely nonshiny, just compare it to the shoulderpiece. This way it looks like you helmet is made out of stone, but bears no material quality of stone. If you thought of it as a stone mask then you should add graining, wear and cracking. If it's a metal mask it needs some color unevennes of metal, lots of specular and maybe some ornament.
The texture looks half-baked in every way.
Replies
for some reason max wouldn't export with proper skinning, so I used maya which was was being an absolute bastard exporting smoothing groups, but I got to work eventually.
riki sets still go!
better?
If it's not done, then what would you recommend to make it so? that comment doesn't really say much.
The texture looks half-baked in every way.
ah, thanks, reworked it a bit, cranked up the spec, tweaked the texture a little and added a decal, looking better? anything I've overlooked?
goddamn, it's been not far off from a year since i've done anything DOTA. working on a DP set!
Concept
currentwip