Thanks for all the comments. My work always ends up looking too subtle, hopefully the closeup does some justice to the diffuse http://fusebrush.com/image/stroggo_spin_bust.mov updated above too
And obviously the A won't have the honeycomb lines over it. It'll be cleaned up after I finish the honeycomb. Same with the spider web, the center will be diffused so it's not a dense patch of shittiness as it looks now.
i don´t get it?! .. if the diffuse is green and the selfilumination is white you have a green-selfiluminated-pixel.. so where is the problem?? do you want to control the "glow"-color with the selfilumination-map?
it's a nice prop, but i have to agree with the feedback you got. the diffuse is you weak spot... the shading itself is good, but the materials and weathering don't look believable. Use more foto references?
^I'm almost sure that handpainted environments don't unclude diffuse maps only. Someone correct me if I'm wrong. Second post in a row, I'm sorry but I had an urge to post it.
Managed to finish the sculpt, polypaint, bakes, retopology, UVW and almost finished diffuse. Masks to go! Might also look into particles as the default importer doesn't have one. Thoughts so far?
Metals generally have very low diffuse, most of there surface texture comes from reflections. You shoudn't need a plugin for HDRI's in Max, just stick the .HDR file in the environment slot.
New results: much improved. Looks like the lightmap is getting pretty cruddy looking, but I'm sure some diffuse and spec will help that a lot. lighting should help too, I'm sure.
really nice work, I especially like the shield textures you did. How many tris is the zombie? is there a normal map on him or is that all diffuse? if you don't mind me asking.
Model is awesome man, excellent detailing. Never big on your textures. It looks like you've gotten in to using a lot of noisy details as a 'style', it really lacks distinguishable or interesting forms in the diffuse.