I caved in and played the PS2 version, I just couldn't wait that long and had so much free time over the christmas holidays. Was bloody fun though, ended up playing through the entire game in about 6 weeks. Much, much more satisfying than cranking through the missions in a few days! It is a very, very fun game. My major…
One way I would do it is to use a Mouse Movement Recorder (any macro recording program should do that) record your brush strokes one at a time and repeat it using the rest of the layers with different clone stamp sources. I can't find free macro recorder, I used demo version of Jitbit Macro recorder to that. Another thing…
Depends how you define ugly. If you're basing your thoughts on the preview in your modelling program then yeah it's bound to look ugly. Have you tried exporting it to a game engine and using some nice lighting? If I were you I'd export it into UDK and use the default template to get a better render. To be honest I think…
If you have a normal mapped mesh, you generally will only paint in the colour values on the your diffuse map and not so much your tonal values. The shadows and highlights will be sorted with your lighting and specular maps. As divi suggested, using an Ambient Occlusion map multiplied on top of your diffuse could help…
Looking like a solid start, is the ceiling going to be at that consistently high? Can imagine the core in centre to be twice as tall with the top floors partially visible through a gap in the ceiling where all the wires meet up - just an idea though not actually decent criticism. I'd make the materials on the metals and…
Make it look like MoP's paintover because right now you don't have good looking shapes. your poly distribution is very weird. You have way too many sides on the cylinder for the headlamp, and too few angles defining it. It looks like you started with a box or sphere and just pushed and pulled stuff into position - this is…
My suggestion would be to tidy up some of the anatomy, a lot of the details look like random folds and tendons rather than ones that are following any sort of underlying anatomy. Right now the rib cage is an odd shape and looks really big as well as looking like it spreads out to the sides under the armpits instead of…
His legs should be shorter, and his chest should be bigger. The original He-Man was NOT proportionally correct. Your model is. Aside from that minor complaint, I think you've done a great job with this model. Very nice likeness, very recognizeable. And a really good job on the texture sheet. The solid, bold colors and…
The LoD models are created by you and defined in your .qc file. The detail model is chosen based on distance from the camera. I'm actually writing a short article on Source LoD right now, so you caught me at a good time. Give me a day or so and hopefully I'll have it on the Source SDK wiki. Edit: well, hmm... Somebody else…
I suppose it's partly the shading. It might also just be the lighting setup. The leaf textures themselves are also not on par with the quality of the rest of the vegetation. Would you mind posting the texture sheet for the leaves? Take a look at this. I would define the leaves more individually on the texture sheet (You…