Sweet! I agree with the comments about the specs. The thing that bothers me most are the eyes. Insects usually have some sort of iridescent specular on the eyes. Fix that in your spec. The modeling and texturing on this creature are top notch!! Kudos!
I understand I need more detail in the spec, but im not sure what it should be. Would it just be more scratches? Does anyone have a example spec map I could look at, to understand better what I should be aimimg for?
Aye maybe tone down the normal a tad more, for spec don't be afraid to experiment also with texture over lays and color! :D you could push the highlights in your spec also and diffuse. Good start though keep pushing it!
There's this thread that's been running for a while now with people's computer specs: http://boards.polycount.net/showthread.php?t=53024 Agree with danr. Though I'm secure in both my penis size, and computer specs, and needn't be validated by nor show off to others ;)
I assume marble is just like stone, but with a much brighter spec - right now I can hardly tell your spec map is doing much, except for a few edge highlights I see. Maybe post your flats?
!!, Sir. CJE, will you be kind enough to state your CPU spec, RAM and the far most important Graphix card spec? *I would reset the 3ds max 2010 entirely if I were you, and see if the problem still remains*
Thanks Xenier, here's where I'm at with the textures so far. I feel like it's probably too grungy. Still a fair bit more work in the diffuse and then onto the spec (I have a rough spec map on it now) critiques welcome
AFAIK (I might be wrong in my explanation) In the metal/rough workflow you need to make it a light color because the metals color information is stored within the albedo unlike the spec gloss workflow where is it stored in the spec map.
Yes, in the metalness workflow you don't really have a separate spec color texture. In my case, I do have separate diffuse/spec color textures (not using metalness workflow), therefore my metal albedo IS black.
i think your spec map needs work, your textures look quite flat, can barely tell you have a normal map. looks kinda like your spec was generated off the normals for some reason.