Basically, this is my first model I spent time on most of the aspects.
The concept of Darth Revan comes from one of the SWTOR Timeline videos, I used it as a reference.
I used 3ds max to make low-poly, then with UV it comes to Zbrush for creating details and baking, then I did skinning and simple rig in Maya. All textures (except Specular, didn't do this one) and meshes comes to Marmoset Toolbag 2 for rendering.
I guess I made a lot of mistakes on this one (no Specular map, strange density of polys, lighting on render etc.). I would be glad to see any reasonable critique and feedback.
Replies
There's nothing stopping you going back and making a specular map for it. In fact I'd suggest that you do unless it's an artistic decesion not to.
59K polygons is very dense - I've heard of AAA using like 30K polygons for a character (I think The Last of Us used around that many for the main guys), and with that level of detail you'd definitely have a Specular pass too.
Have a look at using a PBR workflow - you use Metalness/Microsurface or Specular/Microsurface. Typically I'd recommend using Metalness as it's what Unreal 4 uses, and it's slightly more efficient (and easier to get a hang of IMO).
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-conversion
Looks like a good base, but yeah, you're going to want to pump out some specular / gloss maps to make this shine.
The thighs/upper leg have tonnes of edge loops too - could probably half that
I wan's sure about how it will look like with smaller ammount of polygons, so I added more. Now I see it wasn't a good choice, so in future project I hope I can fix it and keep a good silhouette
Yup, it's coming and I already planing to make helmet of new Stormtrooper for 3d printing
When I did this I wasn't sure how to do Specular. Now I'm using DDO and basically have a chance to finish Revan's Spacular. But not sure.
Also, I wasn't so similar with PBR when I just done. I was surprised about how good model looks like with such texture pack. Still, I don't see a big difference in terms of usual texture maps, but I'm going to study further, thank you!