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Posting my latest game art model, the Tarascus. It is based on the resin model with the same name from the Confrontation series board game by Rackham. I did not have the actual model so I used pictures of it as reference. The lowpoly model and highpoly armor pieces are modeled in Maya and the rest of the highpoly in ZBrush. Textured with Photoshop and Nvidia normal map filter.
5376 tris and 1024x1024 texture
Color, Specular and Normal
All of the following images are cropped screengrabs from the Maya viewports taken at 8xFSAA, no post-processing.
More pictures at my portfolio site:
Here
Replies
Try something with more contrast, and color variations. For example, as a test, try taking your color map and cut the contrast up 50 and the brightness down 50 (in photoshop), and use this as your specular. If you really want to make things interesting, shift the hue 180 so its the complete opposite (this technique doesnt work for everything, but can really make metals and other surfaces stand out)
Anyway, redo that specular to make your material POP!
I do love the textures though, very very cool.
I'd really suggest giving what Chris said a try, because right now it's so soft and easy to miss that all the extra work you put into it is being wasted. That's nearly 2.1 million pixels, man!
The beauty render looks fantastic by the way. Really impressive.
But I agree with Nelis, the normalmap doesnt seem to pop out as much as it would be able to and I would play a little more with that specular if I were you. GJ!
the spec-map could realy bring more depth into it
but anyhow its looking realy awesome
and maybe this is only me, but i would prefer a bit more "realistic" skin structure
btw.. this head is soooo cool
Edit: I just read it is normal mapped. 50 DKP Minus, for it not looking normal mapped. The normal map comes off really really weak. I also think you can help it along by adding very minimal geometry like this:
Oh and congrats on getting highlighted on CGTalk, which is CGSociety now?