That is a pretty small image, which is hard to critique. It might be better if you post a larger shot of just him from the best angle, as well as a wireframe version and your texture maps. That will give more information so people can better critique you.
Also you will get more crits if you embed the actual image in your thread. Some people (like me xD) get lazy to click on links. Just paste the forum code here, which you can get off of photobucket.
Thankyou Jessica, thanks for your reply, im having problem uploading high res images and embedding. Can you tell me how? Im using photobucket but i think thats resizing my jpegs. many thanks
I prefer Imgur over Photobucket because it won't resize your image. To imbed the image in your thread, upload, open the image, and copy the BBCode (for forums and message boards) to place here.
Thanks for fast reply, your a life saver, i didnt notice the images were resized and this project of mine will be marked today! many thanks again! sheesh i will use imgur
Oooon the other hand. . . don't make it too big either, or people are gonna get pissed . . . I would try to keep imgs under 3000 px wide, but anyway I'll stop picking on you now.
As far as your work, I'm not a character person, so I prolly don't have too much useful to say haha. However I do see some issues with your packing, that is, the shells are spaced kindof strangely - in some places you have too much padding, in others, almost no padding at all.
Also, in your light map, a lot of your shells are touching the edges of the map and that can give you some black lines and artifacting in game, so be sure to remember the padding around the edges as well.
And I would refrain from using black as the background in your diffuse map; rather use a color that is an average of the colors you are actually using in your textures. So if there is bleeding, you won't get black, but a color that is less noticeable because it is already throughout your texture.
Yeah, give those UVs some room to breathe. Also the blank space to the left could have been used if you arranged things differently. Also you should priorize the island sizes better: you could have shrunk the bottom part of the hat or just overlapped it together with the top part cause they look essencially the same and used the free space to give the face more room, it's the most important part of a character and it could definitely use more space in your texture. To be honest your character is completely symmetrical, everything could be mirrored and you would save a lot of texture space.
Replies
Also you will get more crits if you embed the actual image in your thread. Some people (like me xD) get lazy to click on links. Just paste the forum code here, which you can get off of photobucket.
Welcome to Polycount!
Imgur
As far as your work, I'm not a character person, so I prolly don't have too much useful to say haha. However I do see some issues with your packing, that is, the shells are spaced kindof strangely - in some places you have too much padding, in others, almost no padding at all.
Also, in your light map, a lot of your shells are touching the edges of the map and that can give you some black lines and artifacting in game, so be sure to remember the padding around the edges as well.
And I would refrain from using black as the background in your diffuse map; rather use a color that is an average of the colors you are actually using in your textures. So if there is bleeding, you won't get black, but a color that is less noticeable because it is already throughout your texture.
Keep it up! I do like emissive stuff lol