I've modeled this and now trying to get a decent render. My camera angles aren't up to much yet. But mostly, I can't get the texture right. It's suppose to be concrete.
Think the lighting is not good enough too. I'm just using a skylight at the moment.
Render has Ambient Occlusion.
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[ame]https://www.youtube.com/watch?v=j_Sov3xmgwg[/ame]
The model doesn't really have any detail to it, it's just super square and plain. It doesn't feel like you put much time into it. Take the time and put all those nice details into places like the wings, sword and the body. If that feels like too much maybe just work on small bits at a time.
So it's mostly a lighting issue.
I was also wondering about the texturing. Any tips on concrete?
If you notice in the reference images, the statue is quite weathered. Throw some moss green on there and brown water marks. This is especially obvious in the first image. There is green on the back part, with brown water marks on the cape(?) and hilt of the sword. Adding these should help to break up the look.
At the moment the concrete texture is tiled. Everything is unwrapped UV wise, but nothing has been tweaked in photoshop. lots of parts. Is there another way I could put on moss and such without making individual textures in photoshop for every object in the statue? For example, would composite materials be the way to go?
I wouldn't say you'd have to make individual textures, you could use layers in Photoshop (similar to composite materials). Obviously you may need to work your UV's more to allow you to do this sort of thing. Or if you're feeling confident just paint on a light green onto the texture and reduce the opacity.
There are some sites you can download textures from as well, and then overlay and cut out the bits that you want. I'll list the ones I use below. I know there are more listed on Polycount somewhere, I just cant remember where.
http://www.cgtextures.com/
http://www.episcura.com/?id_categ=3
http://texturelib.com/
I'd also reduce the amount you tile the texture or rotate parts, so long as it doesnt cause seams. I can see in your first image (the close up), in the lower right, two areas use the same part of the texture. That part is also used on the jawline in the same image.
The hands need remodeling too right?
With remodelling it's up to you. Because the statue is quite angular you could add in a few extra polys, bevel and set the smoothing groups. This might give the effect of the fingers. Not too much extra work.
I forget to add into my previous comment, if you find a large resolution concrete texture, you might be able to just use that as your base. Depending on your UV's this should reduce the need for tiling and et rid of any repetitive bits.
I had no idea you were trying to recreate something in real life, you never said anything about it.