You've got a diffuse and a normal map posted - is there a spec as well? There is very little reason to use a normal map without a specular map - if you don't have a spec map, you'll get better material definition by painting the spec into the diffuse, and at that point you're painting in lighting, so your normal map is…
Well maybe I should work at a bit smaller size doing the handpainted texture. I'll try that next time. ^_^ About the rocktexture I made the normal with maya transfer/bake + a overlay with a crazybump normal generated from the diffuse. Dunno why I did both but thats what was done. The bridge I know I could or should slim…
You need to steer away from the "highschool emo" concept of "red" for blood when it comes to surfaces. Unless you JUST stabbed someone and the blade is currently inside of them, blood will dry and soak into those surfaces. Look at films like Chainsaw Massacre, Saw, Silence of the Lambs, or the new Friday the 13th when it…
First off, nice model. The diffuse texture looks pretty good. As for specular, you're using an environment map here when you should really be using a specular map. They're different things - spec maps plug into the "specular colour" part of the shader and don't reflect the environment, just the light source. Generally…
I think this should be interesting for everybody. Luxology released 3 videos for modo 201 about the painting and baking of bump/color maps. You can even re-UV map your model and rebake the color map to match the new UV. James and I are using the beta and i'm pretty much going over all the model and world textures and…