Your spec is much more important then your diffuse here. Make sure that you are creating them at the same time. Your diffuse details will be relatively light on the wear and tear. Alot of your detail will just be unique to your spec.
Really nice face. As mentioned, the clothing looks too much like plastic. Tighten up the spec/gloss. I'm really thinking just changing the spec colour in the blue areas to a lighter blue would go a long way.
Alright, update. I sharpened up the edges and I think it's already looking a lot better. I need to do the noise pass now. Any additional crits are always welcome. High spec render: Low Spec Render:
very cool work on the shader Jordan! I would broaden the spec as on the most recent screen its too tight. You may want to experiment with some Fresnel in the spec to create the feeling of the highlights being stronger on the grazing angles.
Thanks. Most of the work is in the spec. There is also a gloss map doing a few things- particularly a subtle brushed base texture on the cockpit metals. Here is what the texture sheet looks like- Diffuse is the top left, spec is the bottom right:
2048x2048 is max, no normals can be added, wear and spec is changed in the game itself, open console and write "workshop_workbench" there you will be able to change the wear and specs. note, to adapt the wear you should also work on the alpha channel in photoshop.
Skin textures are not working together, normal, spec and diffuse don't compliement each other. Spec level is to high. The rib cage hanging out of the chest armor looks odd. Sternocleidomastoids are to far apart at the clavical. http://www.fitnationpt.com/anatomy.gif
Comments: @Alberto: I agree dude. that actually sounds cool. @SHad0wForce: Thanks, I'm going to try and remember that when painting. I was actually just looking at your sword thread, it turned out great! @Sybrix: Yes I agree with you on the size of the building. it is kinda small, I will definitely be making the building…
Hi Zerogun. Congrats on finishing! :D Here is a bit of critique for you. 1. Your lighting is toooooo bright. Its causing a lot of your texture work to become washed out and the red tinge is making everything look strange. I would suggest trying to get a more orange warm glow than red. Decrease the size and intensity of…
You'll need at least two UV sets for variation. A very simple method is to tile your texture on your first UV set, but not to use too much grime in it. Then create a grime texture which will be used as an overlay, put that on your second UV set, and make sure it tiles at a different interval. If you want to get more…