I think your textures could benefit a lot of a little bit more gloss for the "plastic" materials of that suit, atm it looks a bit like fabric ( is that intended?)
Also how did you create you specularmap? did integrate a lighting direction into it? it looks like that atm... dont use directional lighting in your dynamical lit textures.
Also use the specular map to define material properties e.g. low spec for rubber etc (but high specular exponent (gloss) in your exponent texture)
Also what P442 said, torsos way to long in comparison with the legs
Thanks for the comments, I have trouble understanding specular maps (I used the varga tutorial for the spec maps). Can anyone explain to me the best way to approach a spec map?
Yeah, I had trouble with the proportions (first female I have ever done), but it looks a lot better than when I started. I will probably fix these images up in a month for finals!
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Also how did you create you specularmap? did integrate a lighting direction into it? it looks like that atm... dont use directional lighting in your dynamical lit textures.
Also use the specular map to define material properties e.g. low spec for rubber etc (but high specular exponent (gloss) in your exponent texture)
Also what P442 said, torsos way to long in comparison with the legs
I do like the overall design though, keep it up
Yeah, I had trouble with the proportions (first female I have ever done), but it looks a lot better than when I started. I will probably fix these images up in a month for finals!
Thanks again. :thumbup: