What Obscura said. Work on a canvas size of 192 x 80 and, when ready, scale it up x10. Use Nearest Neighbour when resizing to maintain your sharp edges.
I really like what you're doing here, but that roof isn't working for me. It reads kinda sharp with the edges and corners the way they are. I love pretty much everything else.
+1, I usually go in and turn off filtering in 3dsmax, because textures start looking sharp and fine, and when making anything lowend, I always go for the unfiltered! \m/
haha deja... you're cute keep explorin with this thing man... been interesting to watch the process. This model wip is evolving/changing a lot more than most do. LOOKIN SHARP
the concept and the model both look sharp--but as you're progressing with your model, i hope you retain the meaty look of his lower legs as portrayed in the concept! keep us posted
i dont think the games ever looked bad, probably not on the level of fidelity and sharpness of other games but the GTA series always made up with great style, atmosphere and overall aesthetic..
I think it really depends on the shader you have. The specular highlights should be considerably sharp. Along with some anisotropy to break things up a bit. MoP beat me to it.
Very cool! i think the bloom is a little much, otherwise the only thing is, a few errors on the black fur near the tips of those sharp triangle pieces. COol stuff!
Yeah, you might want to blur the displacement map a bit more. Displacement maps with very sharp angles like that are going to give both parallax and displacement mapping trouble.
The edges are too sharp. They wont bake very well, if you are going for game res. Just space them out a tad and everything would look good and be better for baking.